Pachinko machine
The gaming machine addresses the issue of sudden game restriction by using a counting and display mechanism to notify players of prize ball limits and provide cautionary information, enhancing player experience and responsible gaming practices.
Patent Information
- Application Number
- JP2023220910
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2042-03-31
AI Technical Summary
In gaming machines, sudden restriction of game execution due to excessive prize ball accumulation can confuse players and lead to potential addiction issues.
A gaming machine equipped with a counting mechanism to track game media and a display mechanism to notify players of reaching specific or upper limit numbers, along with features to restrict game execution and display cautionary information regarding addiction and game state.
The solution effectively notifies players of game restrictions, reduces confusion, and promotes responsible gaming by providing clear information and cautionary messages.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are gaming machines that give players an opportunity to obtain prize balls through winning games. For example, in the gaming machine described in Patent Document 1, when winning a big win in a winning lottery, a big win game is generated, and when winning a small win in the winning lottery, a small win game is generated. In these winning games, players can obtain prize balls.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such a gaming machine, in order to prevent players from obtaining an excessive number of prize balls, when the number of prize balls obtained by a player and a specific number of balls based on the number of balls used by the player in the game reach the upper limit number, it is conceivable to provide a function for restricting the execution of the game. However, when such a function is provided, if the execution of the game is suddenly restricted due to the operation of the function, there is a risk of causing confusion among players.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes a counting means and a display means for displaying predetermined information Notification means including at least and a Notification means for controlling the Notificationa control means and a game state control means for controlling a game state, the counting means being capable of counting a specific number of game media, and when the specific number of game media reaches an upper limit number, execution of a game on the gaming machine is restricted, and the display means being capable of displaying specific information capable of identifying that the specific number has been reached when the specific number of game media reaches a specific number smaller than the upper limit number, When the specific number of game media reaches the upper limit number, special information capable of specifying that the upper limit number has been reached can be displayed, When the variable game is not being executed and when the winning game is not being executed, the display means is capable of displaying warning information regarding addiction, and the warning information, the specific information, and A display screen including When the warning information and the specific information are With drawing priority and when the number of the specific game media reaches the upper limit number during the execution of a predetermined winning game, and the power supply is cut off during the execution of the winning game and then the power supply is started again, the winning game is resumed, and the execution of the game in the gaming machine is restricted with the end of the winning game as a trigger, and when the game state is an advantageous game state that is more advantageous than a normal game state, the display means can display playing method information that instructs an operation in a specific mode, and the display means displays the playing method information, the specific information, and A display screen including When the above-mentioned hitting method information and the above-mentioned specific information are With drawing priority Different , In the notification means, when the power supply is started, an input notification capable of specifying that the power supply has been started can be executed. When the special information is being displayed, the power supply is cut off, and then when the power supply is started again, at least a part of the input notification is not executed The gist of the present invention is as follows. The gaming machine that solves the above problem comprises a counting means and a display means for displaying predetermined information. Notification means including at least And the above Notification Controlling the means Notification a control means, wherein the counting means is capable of counting a specific number of game media, and when the specific number of game media reaches an upper limit, execution of a game on the gaming machine is restricted, and the display means is capable of displaying specific information that can identify that the specific number has been reached when the specific number of game media reaches a specific number that is smaller than the upper limit, When the specific number of game media reaches the upper limit number, special information capable of specifying that the upper limit number has been reached can be displayed, When the variable game is not being executed and when the winning game is not being executed, the display means is capable of displaying first warning information regarding addiction, and the first warning information and the specific information are displayed on the display means. A display screen including When being, the first caution information and the specific information With drawing priority are different. After the specific number of game media reaches the upper limit during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started, the winning game is restarted. When the winning game ends, the execution of the game on the gaming machine is restricted. During the execution of the winning game, the display means can display second caution information regarding the dive-in. In the display means, when the second caution information and the specific information A display screen including are being, the second caution information and the specific information With drawing priority are different, and the first caution information and the second caution information include the same character information that can be grasped with the same meaning Also, in the notification means, when the power supply is started, an input notification capable of specifying that the power supply has been started can be executed. When the special information is being displayed, the power supply is cut off, and then when the power supply is started again, at least a part of the input notification is not executed This is the gist. The gaming machine for solving the above problems includes a counting means and a display means for displaying predetermined information Notification means including at least and the Notification means for controlling Notification control means. The counting means can count the specific number of game media. When the specific number of game media reaches the upper limit, the execution of the game on the gaming machine is restricted. In the display means, when the specific number of game media reaches a specific number smaller than the upper limit, the display means can display specific information that can identify reaching the specific number. When the specific number of game media reaches the upper limit, the display means can display special information that can identify reaching the upper limit. During the non-execution of the variable game and the non-execution of the winning game, the display means can display caution information regarding the dive-in. In the display means, when the caution information and the specific information When a display screen including are being, the caution information and the specific information With drawing priority are different. After the specific number of game media reaches the upper limit during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started, the winning game is restarted. When the winning game ends, the execution of the game on the gaming machine is restricted. The display means can display predetermined information regarding the non-payout of game media. In the display means, when the predetermined information and the special information When a display screen including is generated, with drawing priority for the predetermined information and the special information is different , In the notification means, when the power supply is started, an input notification capable of specifying that the power supply has been started can be executed. When the special information is being displayed, the power supply is cut off, and then when the power supply is started again, at least a part of the input notification is not executed which is the gist of the matter. The gaming machine that solves the above problems includes a counting means, a display means for displaying predetermined information Notification means including at least and, the above-mentioned Notification means for controlling Notification control means, and the counting means can count a specific number of gaming media. When the specific number of gaming media reaches the upper limit, the execution of the game on the gaming machine is restricted. In the display means, when the specific number of gaming media reaches a specific number smaller than the upper limit, specific information that can identify that the specific number has been reached can be displayed. When the specific number of game media reaches the upper limit number, special information capable of specifying that the upper limit number has been reached can be displayed, During the non-execution of the variable game and during the non-execution of the winning game, the display means can display caution information regarding the plunge. In the display means, when the caution information and the specific information A display screen including are displayed, the caution information and the specific information With drawing priority are different. After the specific number of gaming media reaches the upper limit during the execution of a predetermined winning game and the power supply is cut off during the execution of the winning game and then the power supply is started, the winning game is restarted, and when the winning game ends, the execution of the game on the gaming machine is restricted. In the display means, Can be displayed when the player is away from the seat and cannot be displayed during the game. A predetermined information can be displayed. In the display means, the Predetermined information and the specific information When a display screen including is generated, with drawing priority for the predetermined information and the specific information are different , In the notification means, when the power supply is started, an input notification capable of specifying that the power supply has been started can be executed. When the special information is being displayed, the power supply is cut off, and then when the power supply is started again, at least a part of the input notification is not executed which is the gist of the matter.
Effect of the Invention
[0006] According to the present invention, it is possible to suitably notify that the function for restricting the execution of the game is activated.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] (First Embodiment) Hereinafter, a first embodiment of a pachinko game machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions when viewed from the player.
[0009] As shown in FIG. 1, the pachinko game machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a for fixing the machine body to the island equipment, and a mounting frame 11b for mounting various game parts. A game board YB is assembled to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.
[0010] The pachinko gaming machine 10 is provided with a speaker SP. The speaker SP is capable of executing an effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. For example, the predetermined sound is a piece of music, a human voice, a sound effect, and the like. The speaker SP is an example of sound output means capable of outputting a predetermined sound. The pachinko gaming machine 10 is provided with a decorative lamp LA. The decorative lamp LA is capable of executing an effect (hereinafter referred to as a light emission effect) by lighting, flashing, and turning off a built-in light emitter (not shown).
[0011] The pachinko gaming machine 10 is provided with a firing handle HD that is operated when firing a game ball. As an example, the firing handle HD is provided on the front surface side (front side) of the mounting frame 11b. The pachinko gaming machine 10 is provided with a storage tray CZ for storing game balls. As an example, the storage tray CZ is provided on the front surface side (front side) of the mounting frame 11b. An ejection port CZa through which game balls are ejected from the interior of the pachinko gaming machine 10 is open in the storage tray CZ. As an example, the pachinko gaming machine 10 is provided with an ejection sensor SE7 that detects game balls ejected from the interior of the machine (see FIG. 3). As an example, the ejection sensor SE7 is provided upstream of the ejection port CZa. The game balls stored in the storage tray CZ are supplied to the interior of the machine through a ball passage (not shown), and then fired by operating the firing handle HD.
[0012] The pachinko gaming machine 10 is provided with a performance button BT. The performance button BT is configured to include a single operable part (operation part). As an example, the performance button BT is configured to include a button-type operation part that can be pushed in. The performance button BT is an example of an operation means that can be operated by a player. The pachinko gaming machine 10 is provided with a performance lever LV. The performance lever LV is configured to include a single operable operation part. As an example, the performance lever LV is configured to include a lever-type operation part that can be pushed in. The performance lever LV is an example of an operation means different from the performance button BT as an operation means. The pachinko gaming machine 10 is provided with a cross button JB. The cross button JB is configured to include a plurality of operable operation parts respectively. As an example, the cross button JB is configured to include, as a plurality of operable operation parts respectively, an upper button JBu, a lower button JBd, a left button JBl, and a right button JBr. As an example, each of the upper button JBu, the lower button JBd, the left button JBl, and the right button JBr is configured to include a button-type operation part that can be pushed in.
[0013] As shown in FIG. 2, on the front surface of the game board YB, a game area YBa having a substantially circular shape in a front view is formed. A display window YBb is formed substantially at the center of the game area YBa. On the left side of the game area YBa, a launch passage YBc for guiding a game ball launched by the operation of the launch handle HD into the game area YBa is formed. The game board YB is provided with a backflow prevention valve YBd for preventing the game ball launched by the operation of the launch handle HD from flowing back reversely into the launch passage YBc. The game board YB is provided with a used ball sensor SE8 for detecting a game ball that has reached the game area YBa among the game balls launched by the operation of the launch handle HD (see FIG. 3). As an example, the used ball sensor SE8 is provided in the vicinity of the game area YBa side of the backflow prevention valve YBd. As an example, the used ball sensor SE8 outputs a used ball signal when detecting a game ball.
[0014] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e are provided at positions visible to the player on the game board YB.
[0015] The first special symbol display device 19a is capable of executing a first special symbol variation game (hereinafter referred to as the first special game) in which a predetermined symbol is variably displayed and finally the first special symbol is stopped and displayed. The second special symbol display device 19b is capable of executing a second special symbol variation game (hereinafter referred to as the second special game) in which a predetermined symbol is variably displayed and finally the second special symbol is stopped and displayed. Each special symbol is a symbol for notifying the result of an internal lottery (a winning lottery for the special symbol). Hereinafter, the first special game and the second special game are collectively referred to as the "special game". The special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When winning the jackpot in the winning lottery of the special symbol, the jackpot symbol is stopped and displayed in the special game. After that, a jackpot game is awarded after the end of the special game in which the jackpot symbol is stopped and displayed.
[0016] The first hold display device 19c displays information that can specify the number of times of the first special game (hereinafter referred to as the first hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The second hold display device 19d displays information that can specify the number of times of the second special game (hereinafter referred to as the second hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each hold number is 4. However, it is not limited to this, and the upper limit number of each hold number may be 1 to 3 or 5 or more. Also, the upper limit numbers of the first hold number and the second hold number may be different.
[0017] The normal symbol display device 19e can execute a normal game in which a predetermined symbol is variably displayed and finally the normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (lottery for winning the normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. When winning the lottery for the normal symbol, the normal winning symbol is stopped and displayed in the normal game. After that, a normal winning game is awarded after the end of the normal game in which the normal winning symbol is stopped and displayed.
[0018] The pachinko gaming machine 10 may include a normal hold display device, a right shot display device, and a round display device. The normal hold display device displays information that can identify the number of normal games (hereinafter referred to as the normal hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The right shot display device displays information instructing a right shot. A right shot is to fire a game ball by setting the firing intensity stronger so that the game ball flows down in the area on the right side of the display window YBb in the game area YBa. Note that firing the game ball by setting the firing intensity weaker so that the game ball flows down in the area on the left side of the display window YBb in the game area YBa is called a left shot. The round display device notifies the upper limit number of times of the round game described later.
[0019] The pachinko gaming machine 10 includes an effect display device EH. The effect display device EH has a display area R capable of displaying images. The effect display device EH is an example of a display means for displaying predetermined information. The effect display device EH is assembled to the game board YB so that the display area R can be visually recognized through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing an effect (hereinafter referred to as a display effect) of displaying a predetermined object as an image. For example, the predetermined object is an effect symbol, a character, a landscape, a character, a number, a symbol, and the like. In the effect display device EH, objects are arranged as images for a plurality of layers, and a display screen is generated based on the plurality of layers. At this time, when the objects arranged in different layers overlap, in the overlapping portion, the display screen is generated with priority given to the object arranged in the layer with a higher priority. Then, the generated display screen is displayed on the effect display device EH. The effect display device EH, the speaker SP, and the decorative lamp LA are each an effect device capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES composed of a plurality of effect devices. That is, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA. The effect device group ES is an example of a notification means including at least the effect display device EH as a display means for displaying predetermined information.
[0020] As an example, in the display effect of the effect display device EH, there is an effect symbol variation game (hereinafter referred to as the effect game) using a plurality of columns of effect symbols. In the effect game, after a plurality of columns of effect symbols are variably displayed, finally, the combination of effect symbols (hereinafter referred to as the symbol combination) is stopped and displayed. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol stopped and displayed in the special game is stopped and displayed. In the special game, when the big win symbol is stopped and displayed, in the effect game, the big win symbol combination is stopped and displayed. In the special game, when the losing symbol is stopped and displayed, in the effect game, the losing symbol combination is stopped and displayed. Hereinafter, the first special game and the effect game executed corresponding to this are collectively referred to as the "first variation game". Also, the second special game and the effect game executed corresponding to this are collectively referred to as the "second variation game". Also, the first variation game and the second variation game are collectively referred to as the "variation game".
[0021] As an example, the effect symbols include a first effect symbol EZ1 and a second effect symbol EZ2 with lower visibility than the first effect symbol EZ1. As an example, "lower visibility" may include that the display area (image area) is smaller than the comparison target. As an example, "lower visibility" may include that the display position is farther from the center of the display area R than the comparison target. As an example, the first effect symbol EZ1 is a symbol (image) decorated with decorations such as characters and patterns, and is a symbol for diversifying the display effect. The first effect symbol EZ1 is a so-called decorative symbol. As an example, the second effect symbol EZ2 is a symbol (image) such as "○ (circle)" or "□ (square)", and is a symbol for making it easier to recognize whether the variable game is being executed. As an example, the second effect symbol EZ2 includes a symbol for making it easier to recognize whether the first variable game is being executed and a symbol for making it easier to recognize whether the second variable game is being executed. As an example, the effect game is performed by variably displaying the first effect symbols EZ1 in the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction, and variably displaying the second effect symbol EZ2 corresponding to the effect game (variable game) being executed. The first effect symbol EZ1 is an example of main identification information. The second effect symbol EZ2 is an example of sub-identification information.
[0022] The effect game may include a reach effect. The reach effect is an effect that forms a reach and finally stops and displays a predetermined symbol combination. For example, a reach is a state in which the same first effect symbol EZ1 is temporarily stopped and displayed in the left and right symbol columns among the first effect symbols EZ1, and the first effect symbol EZ1 and the second effect symbol EZ2 in the middle symbol column among the first effect symbols EZ1 continue to be variably displayed. The reach effect includes a normal reach effect and a super reach effect. In the following description, the normal reach effect may be shown as the NR effect, and the super reach effect may be shown as the SR effect. The SR effect is an effect with a higher jackpot expectation than the NR effect. As an example, the SR effect is executed via the NR effect.
[0023] In the game area YBa, a plurality of winning openings (ball entry openings) into which game balls can enter are formed. Among the winning openings, there are at least a first start opening 12, a second start opening 13, a first big winning opening 14, and a second big winning opening 15. The first start opening 12 is a winning opening for entering a game ball when the conditions for awarding prize balls and the start conditions for the first variable game are satisfied. The first start opening 12 is located below the effect display device EH and is always open so that a game ball can enter. The game board YB is provided with a first start sensor SE1 for detecting a game ball that has entered the first start opening 12 (see FIG. 3).
[0024] The second start opening 13 is a winning opening for entering a game ball when the conditions for awarding prize balls and the start conditions for the second variable game are satisfied. The second start opening 13 is located to the right of the first start opening 12. The second start opening 13 includes an ordinary opening / closing piece 13a, for example, in the shape of a door. The second start opening 13 is closed so that a game ball does not enter or hardly enters when a normal winning game is not awarded. The second start opening 13 is opened so that a game ball can enter or easily enters when a normal winning game is awarded. The game board YB is provided with a normal solenoid SL1 as means for operating the ordinary opening / closing piece 13a (see FIG. 3). The game board YB is provided with a second start sensor SE2 for detecting a game ball that has entered the second start opening 13 (see FIG. 3). The second start opening 13 is a so-called "ordinary electric accessory".
[0025] The first big winning opening 14 is a winning opening for entering a game ball when the conditions for awarding prize balls are satisfied. The first big winning opening 14 is located in the lower right of the effect display device EH. The first big winning opening 14 includes a first special opening / closing piece 14a, for example, in the shape of a door. The first big winning opening 14 is closed so that a game ball does not enter when a big winning game is not awarded. The first big winning opening 14 is opened so that a game ball can enter or easily enters when a big winning game is awarded. The game board YB is provided with a first special solenoid SL2 as means for operating the first special opening / closing piece 14a (see FIG. 3). The game board YB is provided with a first count sensor SE3 for detecting a game ball that has entered the first big winning opening 14 (see FIG. 3).
[0026] The second-largest winning opening 15 is a winning opening for allowing game balls to enter when the conditions for awarding prize balls are met. The second-largest winning opening 15 is located to the right of the effect display device EH. The second-largest winning opening 15 includes a second special opening / closing piece 15a which is, for example, in the shape of a door. The second-largest winning opening 15 is closed so that game balls do not enter when no jackpot game is awarded. The second-largest winning opening 15 is opened so that game balls can enter or are likely to enter when a jackpot game is awarded. The game board YB includes a second special solenoid SL3 as means for operating the second special opening / closing piece 15a (see FIG. 3). The game board YB includes a second count sensor SE4 for detecting game balls that have entered the second-largest winning opening 15 (see FIG. 3).
[0027] A ball passage (not shown) through which game balls that have entered the second-largest winning opening 15 can pass is formed in the game board YB. This ball passage is provided so as to branch into a specific ball passage and a non-specific ball passage at a specific branching portion. The game board YB includes a sorting shutter for sorting game balls that have entered the second-largest winning opening 15 into the specific ball passage or the non-specific ball passage. The sorting shutter is provided at the specific branching portion. The sorting shutter operates so as to be able to take a first state of sorting game balls that have entered the second-largest winning opening 15 into the specific ball passage and a second state of sorting them into the non-specific ball passage. The sorting shutter operates (is controlled) in a predetermined operation pattern when predetermined operating conditions are satisfied. The game board YB includes a sorting solenoid SL4 as means for operating the sorting shutter (see FIG. 3). The game board YB includes a specific sensor SE5 for detecting game balls that pass through a specific area of the specific ball passage (see FIG. 3). In the following description, the specific area of the specific ball passage may be simply referred to as the specific area.
[0028] In the game area YBa, a gate 17 is provided. The gate 17 is located on the right side of the game area YBa, above the second start port 13 and the first big winning port 14, and below the second big winning port 15. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE6 for detecting game balls that enter and pass through is provided at the gate opening 17a (see Fig. 3). The gate 17 is an entrance for game balls when the start conditions of a normal game are satisfied. The gate 17 is an entrance where, even if a game ball enters, the conditions for awarding bonus balls are not satisfied.
[0029] In the game area YBa, an out port 18 through which game balls can enter is formed. The out port 18 is an entrance for collecting game balls that have not entered any of the first start port 12, the second start port 13, the first big winning port 14, and the second big winning port 15 from the game area YBa.
[0030] Next, the jackpot game will be described. In a big win game, first, a predetermined performance is carried out over a predetermined time (hereinafter referred to as the opening time). As an example, the predetermined performance is an opening performance that can recognize the start of the big win game. In the big win game, after the elapse of the opening time, a round game in which the first large winning opening 14 or the second large winning opening 15 is opened is carried out for a predetermined number of times. One round game ends when a number condition in which a predetermined number of game balls enter or a time condition in which a predetermined time elapses is satisfied. In the round game, the first large winning opening 14 and the second large winning opening 15 are opened in a predetermined opening mode (opening pattern). In each round game, a round performance is carried out. In the big win game, when the last round game ends, a predetermined performance is carried out over a predetermined time (hereinafter referred to as the ending time). As an example, the predetermined performance is an ending performance that can recognize the end of the big win game. The big win game ends as the ending time elapses. In the following description, the period from the start of the big win game to the elapse of the opening time is referred to as the opening period, the period from the end of the opening period to the end of the last round game is referred to as the round period, and the period from the end of the round period to the end of the big win game may be referred to as the ending period.
[0031] The functions of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function for varying the probability of winning a big win in the winning lottery of a special symbol (hereinafter referred to as the big win probability). The pachinko gaming machine 10 has a low probability state in which the probability variation function does not operate and a high probability state in which the probability variation function operates as states in which the big win probability can be different. The high probability state has a higher big win probability than the low probability state. In the high probability state, the big win probability increases compared to the low probability state. Since it is easier to win a big win in the winning lottery of the special symbol in the high probability state, it becomes an advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)".
[0032] The pachinko gaming machine 10 is provided with a ball entry assistance function. The ball entry assisting function is a function for assisting winning at the second start port 13. The pachinko gaming machine 10 has a low ball entry rate state in which the ball entry assisting function does not operate and a high ball entry rate state in which the ball entry assisting function operates, as states where the probability of a game ball entering the second start port 13 is different. The high ball entry rate state has a higher probability of a game ball entering the second start port 13 than the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second start port 13 increases. Since the entry of a game ball into the second start port 13 becomes easier in the high ball entry rate state, it becomes a state advantageous to the player (a state where ball entry is easy).
[0033] For example, the high ball entry rate state can be realized by performing arbitrarily selected one of the following three controls or by combining a plurality of controls. The first control is a variation time shortening control of the normal symbol that makes the variation time of the normal game shorter than that in the low ball entry rate state. The second control is a probability variation control of the normal symbol that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 13 in one normal winning game longer than that in the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of opening times of the second start port 13 in one normal winning game compared to the low ball entry rate state and a control that makes the opening time of the second start port 13 in one normal winning game longer than that in the low ball entry rate state.
[0034] The high ball entry rate state may also be realized by combining the following fourth control. The fourth control is a variation time shortening control of the special symbol that makes the variation time of the special game (for example, the average variation time) shorter than that in the low ball entry rate state. When performing the variation time shortening control of the special symbol, the high ball entry rate state becomes a variation time shortening state (time shortening state) of the special symbol, while the low ball entry rate state becomes a non-variation time shortening state (non-time shortening state) of the special symbol.
[0035] The gaming state of the pachinko gaming machine 10 is defined by the combination of the presence or absence of the operation of the probability variation function and the presence or absence of the operation of the ball entry assistance function. In the following description, a gaming state that is a low probability state and a low ball entry rate state is referred to as a "low probability non-time shortening state". Also, a gaming state that is a high probability state and a low ball entry rate state is referred to as a "high probability non-time shortening state". Further, a gaming state that is a low probability state and a high ball entry rate state is referred to as a "low probability time shortening state". Also, a gaming state that is a high probability state and a high ball entry rate state is referred to as a "high probability time shortening state". The low probability non-time shortening state is an example of a normal gaming state. The low probability time shortening state is an example of an advantageous gaming state. The high probability non-time shortening state is an example of an advantageous gaming state. The high probability time shortening state is an example of an advantageous gaming state.
[0036] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 includes a main board 40 and a sub-board 50 on the back side (rear side) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes predetermined processing and outputs a control signal to the sub-board 50. The sub-board 50 executes predetermined processing based on the control signal input from the main board 40.
[0037] The main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processing related to the progress of the game by executing a main control program. The main ROM 42 stores the main control program, determination values used for various determinations and lotteries, and tables and the like.
[0038] The main ROM 42 stores multiple types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (production content) of the variation game. The variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern specifies the variation content in which, in the production game, after the reach production, the winning symbol combination is finally stopped and displayed. The losing variation pattern specifies the variation content in which, in the production game, after the reach production or without going through the reach production, the losing symbol combination is finally stopped and displayed. The details of the variation pattern will be described later.
[0039] The main RAM 43 stores various information that can be rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. As an example, the pachinko gaming machine 10 is configured such that at least a part of the information stored in the main RAM 43 can be backed up (held) even when the power supply is cut off. As an example, the pachinko gaming machine 10 is provided with a backup power supply, and at least a part of the information stored in the main RAM 43 can be backed up by the power supplied from the backup power supply even when the power supply is cut off. Note that the pachinko gaming machine 10 may be configured such that at least a part of the information stored in the main RAM 43 can be backed up even after the power supply is cut off because the main RAM 43 is a non-volatile memory that can retain the stored content even when the power supply is cut off.
[0040] As an example, among the information stored in the main RAM 43, the information to be backed up even when the power supply is cut off (hereinafter referred to as backup information) includes game information related to the progress of the game and base information related to the base value. As an example, the game information includes information related to special games, information related to jackpot games, information related to the game state, and information related to the payout of bonus balls. Examples of the information related to special games include information that can identify the number of special holds, various random number information, information that can identify the lottery results of winning lotteries (jackpots and small wins), information that can identify the variation patterns of special games, and information that can identify the special symbols derived in special games. Examples of the information related to jackpot games include information that can identify the progress of jackpot games. Examples of the information related to the game state include information that can identify the operation status of the probability variation function and the ball entry assistance function (including the remaining number of operation times). Examples of the information related to the payout of bonus balls include information that can identify the number of un-paid-out bonus balls. As an example, the base information is information that can identify the base value. As an example, the base value is counted (calculated) by multiplying the total number of bonus balls when in the low probability non-time shortening state and not in a jackpot game by 100 and dividing it by the total number of used balls when in the low probability non-time shortening state and not in a jackpot game. The number of used balls is the number of game balls used in the game. As an example, the number of used balls is the number of game balls launched by operating the launch handle HD and reaching the game area YBa.
[0041] The main board 40 is provided with a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers by random number generation processing by the main CPU 41. The main board 40 is provided with a base display device 45. As an example, the base display device 45 displays information capable of specifying a base value. As an example, the base display device 45 is a display device composed of four 8-segment LEDs. The 8-segment LED is composed of a 7-segment LED and one LED capable of displaying a dot. The 7-segment LED is a display device in which seven LEDs are arranged in the shape of the Arabic numeral '8'. Thereby, the 8-segment LED can represent each of the numerical values 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9 as Arabic numerals. The base display device 45 can display a 4-digit numerical value in decimal by four 8-segment LEDs.
[0042] The main board 40 is provided with a RAM clear switch 46. As an example, the RAM clear switch 46 is configured to include an operation unit capable of being pushed in. The main CPU 41 can input an operation signal capable of specifying the operation state of the RAM clear switch 46. The operation state in the operation unit is information indicating whether or not the operation unit is being operated. That is, the operation state in the operation unit includes a state in which the operation unit is being operated and a state in which the operation unit is not being operated.
[0043] The main board 40 is connected to each of a first start sensor SE1, a second start sensor SE2, a first count sensor SE3, a second count sensor SE4, a specific sensor SE5, a gate sensor SE6, a payout sensor SE7, and a used ball sensor SE8. The main CPU 41 can separately input each detection signal output by each of the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, the gate sensor SE6, the payout sensor SE7, and the used ball sensor SE8 when detecting a game ball. The main board 40 is connected to each of a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. The main CPU 41 can separately control the display content of each of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to each of a normal solenoid SL1, a first special solenoid SL2, a second special solenoid SL3, and a distribution solenoid SL4. The main CPU 41 can control the opening mode of the second start port 13 by controlling the operation of the normal solenoid SL1. The main CPU 41 can control the opening mode of the first big winning port 14 by controlling the operation of the first special solenoid SL2. The main CPU 41 can control the opening mode of the second big winning port 15 by controlling the operation of the second special solenoid SL3. The main CPU 41 can control the operation mode of the distribution shutter by controlling the operation of the distribution solenoid SL4.
[0044] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to effects by executing a sub-control program. The sub-ROM 52 stores a sub-control program, determination values used for a predetermined lottery, and the like. The sub-ROM 52 stores display effect data used for display effects, light emission effect data used for light emission effects, and sound effect data used for sound effects. The sub-RAM 53 stores various pieces of information that can be rewritten during the operation of the pachinko gaming machine 10. For example, the information stored in the sub-RAM 53 includes flags, counters, timers, and the like. The sub-board 50 is configured to be able to generate software random numbers by random number generation processing performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.
[0045] The sub-board 50 is connected to an effect display device EH. The sub-CPU 51 can control the display content in the display area R of the effect display device EH. The sub-CPU 51 is an example of display control means for controlling the effect display device EH as a display means. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA.
[0046] The sub-board 50 is connected to an effect button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the effect button BT. The sub-board 50 is connected to an effect lever LV. The sub-CPU 51 can input an operation signal indicating the operation state of the effect lever LV. The sub-board 50 is connected to a cross button JB. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the up button JBu. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the down button JBd. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the left button JBl. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the right button JBr.
[0047] Next, various processes performed by the main CPU 41 will be described. The power-on process will be described. When the main CPU 41 is activated by the start of power supply, it executes the power-on process. In the power-on process, the main CPU 41 determines whether the RAM clear switch 46 is operated based on the operation signal of the RAM clear switch 46. When the RAM clear switch 46 is operated, the main CPU 41 initializes a part of the backup information. As an example, the main CPU 41 initializes the game information among the backup information while not initializing the base information. After the main CPU 41 initializes a part of the backup information, it stores a control command (hereinafter referred to as an initialization command) that can identify that a part of the backup information has been initialized in the output buffer of the main RAM 43. As an example, the control command stored in the output buffer is output to the sub-board 50 when the output condition is satisfied. As an example, every time the output condition is satisfied, one control command is output to the sub-board 50. As an example, the output condition is satisfied every predetermined control period (for example, 16 ms). The control command stored in the output buffer is an example of the backup information. The control command stored in the output buffer is an example of the game information. Thereafter, the main CPU 41 ends the power-on process. When the RAM clear switch 46 is not operated, the main CPU 41 stores a control command (hereinafter referred to as a return command) that can identify that all of the backup information has not been initialized without initializing all of the backup information in the output buffer of the main RAM 43. Thereafter, the main CPU 41 ends the power-on process. In the following description, when simply referred to as the output buffer, it refers to the output buffer of the main RAM 43.
[0048] Next, the timer interrupt process performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0049] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start port 12 based on whether a detection signal is input from the first start sensor SE1. When a game ball enters the first start port 12, the main CPU 41 determines whether the first pending number stored in the main RAM 43 is less than the upper limit number. When the first pending number is less than the upper limit number, the main CPU 41 adds 1 to the first pending number and updates it. In this way, the pending condition for the first special game can be satisfied when the first pending number is less than the upper limit number and the game ball is detected by the first start sensor SE1. Subsequently, the main CPU 41 controls the first pending display device 19c to display information that can identify the updated first pending number. The main CPU 41 stores a control command (hereinafter referred to as the first pending number command) that can identify the first pending number after addition in the output buffer.
[0050] Next, the main CPU 41 acquires the random number generated by the random number generation circuit 44 and stores the random number information based on the acquired random number in the main RAM 43. For example, the random number is a winning random number used for the winning lottery of the special symbol, a winning symbol random number used for determining the winning symbol, and a variation pattern random number used for determining the variation pattern. The main CPU 41 stores the random number information so that it can be specified that it is the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself or information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can hold the execution of the first special game until the start condition is satisfied.
[0051] When the main CPU 41 stores the random number information for the first special game in the main RAM 43, when the game ball has not entered the first start port 12, and when the first reserved number is not less than the upper limit number, the main CPU 41 determines whether the game ball has entered the second start port 13 based on whether a detection signal is input from the second start sensor SE2. When the game ball has entered the second start port 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. When the second reserved number is less than the upper limit number, the main CPU 41 adds 1 to the second reserved number and updates it. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter referred to as the second reserved number command) that can identify the second reserved number after the addition in the output buffer. The reservation condition for the second special game can be established when the second reserved number is less than the upper limit number and the game ball is detected by the second start sensor SE2.
[0052] Next, the main CPU 41 acquires the random number generated within the main board 40 and stores the random number information based on the acquired random number in the main RAM 43. The main CPU 41 stores the random number information so that it can be specified that it is the random number information used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can hold the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the main RAM 43, when the game ball has not entered the second start port 13, and when the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.
[0053] Next, the special symbol start process will be described. The main CPU 41 determines whether the start condition of the special game is satisfied. The main CPU 41 makes an affirmative determination when neither a jackpot game nor the execution of a special game is in progress, while making a negative determination when a jackpot game or the execution of a special game is in progress. When the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. When the start condition of the special game is satisfied, the main CPU 41 determines whether the second reserved number is greater than zero.
[0054] When the second reserved number is greater than zero, the main CPU 41 performs a process of causing the second special game to be executed. Specifically, the main CPU 41 updates by subtracting 1 from the second reserved number. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the subtraction. The main CPU 41 stores a second reserved number command that can identify the second reserved number after the subtraction in the output buffer. Next, the main CPU 41 acquires from the main RAM 43 the earliest stored random number information among the random number information for the second special game. The main CPU 41 performs a jackpot lottery (jackpot determination) as to whether to win the jackpot using the winning random number specified from the acquired random number information. The main CPU 41 performs the jackpot lottery with a jackpot probability according to the current probability state.
[0055] When winning the jackpot, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a jackpot symbol lottery using the winning symbol random number that can be specified from the random number information, and determines the jackpot symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using the variation pattern random number that can be specified from the random number information, and determines the variation pattern from among a plurality of jackpot variation patterns. Thereafter, the main CPU 41 ends the special symbol start process. As an example, among the jackpot variation patterns, there is a jackpot variation pattern that specifies the variation content in which, in the effect game, after the NR effect, the jackpot symbol combination is finally stopped and displayed. As an example, among the jackpot variation patterns, there is a jackpot variation pattern that specifies the variation content in which, in the effect game, after the SR effect, the jackpot symbol combination is finally stopped and displayed.
[0056] If the jackpot is not won, the main CPU 41 performs a losing variation process. In the losing variation process, the main CPU 41 determines the losing symbols to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of losing variation patterns. Thereafter, the main CPU 41 ends the special symbol start process. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content in which, in the production game, the losing symbol combination is finally stopped and displayed without going through the reach production. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content in which, in the production game, the losing symbol combination is finally stopped and displayed after going through the NR production. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content in which, in the production game, the losing symbol combination is finally stopped and displayed after going through the SR production.
[0057] When the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. When the first special reserved number is zero, the main CPU 41 determines whether to store a standby command in the output buffer based on the output-completed information stored in the main RAM 43. The output-completed information is information that can specify whether the standby command has been output. The standby command is a control command that can specify that it has been controlled by the standby part. The standby part is an example of a progress part of the gaming machine. The pachinko gaming machine 10 is configured to include a plurality of progress parts. As an example, among the progress parts of the gaming machine, there is a variation part during which the variation game is being executed. As an example, among the progress parts of the gaming machine, there is a jackpot part during which the jackpot game is being executed. That is, as an example, among the progress parts of the gaming machine, there are a standby part, a variation part, and a jackpot part. As an example, the standby part indicates a state in which the variation game is not being executed and the jackpot game is not being executed.
[0058] As an example, when the main CPU 41 identifies from the output-completed information in the main RAM 43 that the standby command has been output, the main CPU 41 ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 identifies from the output-completed information in the main RAM 43 that the standby command has not been output, the main CPU 41 stores the standby command in the output buffer. Next, the main CPU 41 updates the output-completed information in the main RAM 43 so that it can identify that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.
[0059] When the first reserved number is greater than zero, the main CPU 41 performs a process of executing the first special game. Specifically, the main CPU 41 updates by subtracting 1 from the first reserved number. The main CPU 41 controls the first reserved number display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores in the output buffer a first reserved number command that can identify the first reserved number after subtraction. Next, the main CPU 41 acquires from the main RAM 43 the earliest stored random number information among the random number information for the first special game. The main CPU 41 performs a jackpot lottery (jackpot determination) to determine whether to win the jackpot using the winning random number specified from the acquired random number information. The main CPU 41 performs the jackpot lottery with the jackpot probability according to the current probability state.
[0060] When winning the jackpot, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a jackpot symbol lottery using the winning symbol random number that can be specified from the random number information, and determines the jackpot symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using the variation pattern random number that can be specified from the random number information, and determines the variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special symbol start process.
[0061] If the jackpot is not won, the main CPU 41 performs the losing variation process. In the losing variation process, the main CPU 41 determines the losing symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of losing variation patterns. Then, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the losing variation process, the main CPU 41 stores the variation start command and the special symbol command in the output buffer. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or losing symbol) determined in each variation process. As an example, the variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed. In the jackpot variation process and the losing variation process, the main CPU 41 updates the outputted information in the main RAM 43 so that it can be specified that the standby command has not been outputted.
[0062] After ending the special symbol start process, the main CPU 41 causes the first special game or the second special game to be executed by a process different from the special symbol start process. When the main CPU 41 causes the first special game to be executed, it controls the first special symbol display device 19a to start the variation display of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop and display the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a variation end command) that can specify the end of the variation game.
[0063] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time defined in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery when a game ball enters the start port by executing the special symbol input process and the special symbol start process. The main CPU 41 is an example of variable game execution means for executing a variable game.
[0064] The jackpot game process will be described. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in the special game, it executes the jackpot game process after the end of the special game. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 41 awards the specified type of jackpot game. As an example, there are a first jackpot, a second jackpot, and a third jackpot. The first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. The second jackpot is a jackpot based on a second jackpot symbol different from the first jackpot symbol. The third jackpot is a jackpot based on a third jackpot symbol different from the first jackpot symbol and the second jackpot symbol. In the following description, the jackpot game based on the first jackpot is referred to as the first jackpot game, the jackpot game based on the second jackpot is referred to as the second jackpot game, and the jackpot game based on the third jackpot is referred to as the third jackpot game.
[0065] First, the main CPU 41 stores a control command (hereinafter referred to as an opening command) that can specify the start of the opening time in the output buffer. As an example, the opening command may include information that can specify the type of jackpot game. When the opening time has elapsed, the main CPU 41 performs a process for executing a round game. That is, the main CPU 41 controls each of the first special solenoid SL2 and the second special solenoid SL3 using the released control data for the specified jackpot game, and releases the first big winning port 14 or the second big winning port 15. As an example, regardless of the type of jackpot game specified, the main CPU 41 controls the second special solenoid SL3 and releases the second big winning port 15 in a specific round game (for example, the fourth round game). On the other hand, the main CPU 41 controls the second special solenoid SL3 so that the second big winning port 15 is released in different release modes according to the type of the specified jackpot game. As an example, when the main CPU 41 specifies the first jackpot game or the second jackpot game, in a specific round game, after releasing the second big winning port 15 for a predetermined first time, the second big winning port 15 is closed for an extremely short time (for example, 100 ms). Thereafter, the main CPU 41 controls the second special solenoid SL3 so that the second big winning port 15 is released until the number condition or the time condition is satisfied. As an example, when the main CPU 41 specifies the third jackpot game, in a specific round game, after releasing the second big winning port 15 for the first time, the second big winning port 15 is closed for a predetermined second time. Thereafter, the main CPU 41 controls the second special solenoid SL3 so that the second big winning port 15 is released until the number condition or the time condition is satisfied. As an example, regardless of the type of jackpot game specified, in a non-specific round game, the main CPU 41 controls the first special solenoid SL2 so that the first big winning port 14 is released until the number condition or the time condition is satisfied.
[0066] When the main CPU 41 executes a non-specific round game, it controls the distribution solenoid SL4 so that the distribution shutter continuously assumes the second state. On the other hand, when the main CPU 41 executes a specific round game, it controls the distribution solenoid SL4 using the operation control data for the specified jackpot game, causing the distribution shutter to assume the first state. As an example, regardless of the type of jackpot game specified, when the main CPU 41 executes a specific round game, when the third hour has elapsed since the start of the specific round game, up to when the fourth hour has elapsed, it controls the distribution solenoid SL4 so that the distribution shutter assumes the first state. As an example, the third hour is longer than the first hour and shorter than the second hour. As an example, the fourth hour is shorter than the second hour. As an example, each of the third hour and the fourth hour is determined so that their sum is less than or equal to the sum of the first hour and the second hour. That is, in a specific round game, in the first jackpot game and the second jackpot game where the second large winning opening 15 is opened when a very short time has elapsed after the second large winning opening 15 is closed as the first hour elapses, the distribution shutter can assume the first state when the second large winning opening 15 is open. For this reason, in the first jackpot game and the second jackpot game, when the second large winning opening 15 is open and the distribution shutter is in the first state, the game ball passes through the specific area by hitting the game ball aiming at the second large winning opening 15. On the other hand, in a specific round game, in the third jackpot game where the second large winning opening 15 is opened when the second hour has elapsed after the second large winning opening 15 is closed as the first hour elapses, the distribution shutter does not assume the first state when the second large winning opening 15 is open. For this reason, in the third jackpot game, even if the game ball is hit aiming at the second large winning opening 15, the game ball does not pass through the specific area.
[0067] The main CPU 41 performs the processes for executing such round games until the round games for the specified number of times in the jackpot game are completed. As an example, it is determined that 10 round games are to be executed for each of the first jackpot game, the second jackpot game, and the third jackpot game. As an example, for each round game, as a number condition, it is determined that 10 game balls enter the first major winning port 14 or the second major winning port 15. As an example, for each round game, as a time condition, it is determined that 29 seconds elapse. For this reason, in the first jackpot game, the second jackpot game, and the third jackpot game, it can be expected that a total of 100 game balls (10 times × 10 balls) enter the first major winning port 14 or the second major winning port 15. Here, assuming that the number of prize balls determined for the first major winning port 14 and the number of prize balls determined for the second major winning port 15 are 15, the number of prize balls that can be expected to be awarded in the first jackpot game, the second jackpot game, and the third jackpot game (hereinafter referred to as the expected payout number) is 1500. Each time the main CPU 41 starts a round game, it stores in the output buffer a control command (hereinafter referred to as a round command) that can identify the start of the jackpot round game. When the final round game ends, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending start command) that can identify the start of the ending time. When the ending time elapses, the main CPU 41 ends the jackpot game. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending end command) that can identify the elapse of the ending time. Thereby, when winning the jackpot in the winning lottery, a variable game can be executed based on the result of the winning lottery, and a jackpot game is awarded based on the result of the winning lottery after the end of the variable game.
[0068] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process for transitioning the probability state and a ball entry rate transition process for transitioning the ball entry rate state. As an example, the game state transition process is executed after the end of the jackpot game process. As an example, in the game state transition process, the processes are executed in the order of the ball entry rate transition process and the probability transition process.
[0069] First, the ball entry rate transition process will be described. In the ball entry rate transition process, when the first jackpot game, the second jackpot game, or the third jackpot game ends, the main CPU 41 sets an operation flag in the main RAM 43. That is, when the first jackpot game, the second jackpot game, or the third jackpot game ends, the main CPU 41 controls to the high ball entry rate state. After the end of the second jackpot game or the third jackpot game, each time the main CPU 41 starts a special game, the main CPU 41 updates the value of the execution counter stored in the main RAM 43 to count the number of times the special game is executed after the end of the jackpot game. When the special game in which the number of times the special game is executed after the end of the jackpot game reaches the operation times ends, the main CPU 41 erases the operation flag stored in the main RAM 43. That is, after the end of the second jackpot game or the third jackpot game, when the special game of the operation times ends, the main CPU 41 controls to the low ball entry rate state. After the end of the first jackpot game, the main CPU 41 does not erase the operation flag until the next jackpot game is awarded. When starting a jackpot game and the operation flag is set, the main CPU 41 erases the operation flag. That is, during the jackpot game, the main CPU 41 controls to the low ball entry rate state.
[0070] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 determines whether or not a game ball has passed through a specific area in the immediately preceding big win game. As an example, the main CPU 41 determines whether or not a game ball has passed through a specific area in the immediately preceding big win game based on whether or not a detection signal has been input from a specific sensor SE5 in the immediately preceding big win game. If a game ball has passed through a specific area in the immediately preceding big win game, the main CPU 41 sets a high probability flag in the main RAM 43. That is, when a game ball has passed through a specific area in the immediately preceding big win game, the main CPU 41 controls the system to be in a high probability state. If a game ball has passed through a specific area in the immediately preceding big win game, the main CPU 41 does not erase the high probability flag until the next big win game is awarded. If a game ball has not passed through a specific area in the immediately preceding big win game, the main CPU 41 does not set a high probability flag in the main RAM 43. That is, when a game ball has not passed through a specific area in the immediately preceding big win game, the main CPU 41 controls the system to be in a low probability state.
[0071] As described above, in the first big win game and the second big win game, if a game ball is launched aiming at the second big winning opening 15, the game ball passes through the specific area. On the other hand, in the third big win game, even if a game ball is launched aiming at the second big winning opening 15, the game ball does not pass through the specific area. For this reason, usually, after the end of the first big win game or the second big win game, the system is controlled to be in a high probability state, while after the end of the third big win game, the system is controlled to be in a low probability state. Hereinafter, for convenience of explanation, when the second big winning opening 15 is open, it is assumed that a game ball is launched aiming at the second big winning opening 15. That is, in the following explanation, in the first big win game and the second big win game, it is assumed that the game ball passes through the specific area, and in the third big win game, it is assumed that the game ball does not pass through the specific area. Note that when the main CPU 41 starts a big win game and the high probability flag is set, the main CPU 41 erases the high probability flag. That is, during a big win game, the main CPU 41 controls the system to be in a low probability state.
[0072] By means of the probability transition process and the ball entry rate transition process, after the end of the first jackpot game, the pachinko gaming machine 10 is controlled to be in a high probability state and also in a high ball entry rate state. That is, after the end of the first jackpot game, the pachinko gaming machine 10 is controlled to be in a high probability short time state. Also, after the end of the second jackpot game, the pachinko gaming machine 10 is controlled to be in a high probability state and also in a high ball entry rate state. Then, when the special game of the number of operating times ends, the pachinko gaming machine 10 is controlled to be in a low ball entry rate state. That is, after the end of the second jackpot game, the pachinko gaming machine 10 is controlled to be in a high probability short time state, and then, triggered by the end of the special game of the number of operating times, it is controlled to be in a high probability non-short time state. Also, after the end of the third jackpot game, the pachinko gaming machine 10 is controlled to be in a low probability state and also in a low ball entry rate state. Then, when the special game of the number of operating times ends, the pachinko gaming machine 10 is controlled to be in a low ball entry rate state. That is, after the end of the third jackpot game, the pachinko gaming machine 10 is controlled to be in a low probability short time state, and then, triggered by the end of the special game of the number of operating times, it is controlled to be in a low probability non-short time state.
[0073] In this way, the main CPU 41 can control the gaming state to be advantageous for the player triggered by the end of the jackpot game. That is, in the pachinko gaming machine 10, a variable game can be executed based on the result of the winning lottery, and after the end of the variable game, a gaming state advantageous for the player is given based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to be in a more advantageous gaming state compared to after the end of the second jackpot game after the end of the jackpot game. The second jackpot game is a jackpot game that is controlled to be in a more advantageous gaming state compared to after the end of the third jackpot game after the end of the jackpot game. The main CPU 41 is an example of the gaming state control means for controlling the gaming state.
[0074] As an example, when the game state transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state specification command) that can identify the current game state. That is, the state specification commands include a state specification command that can identify the low-probability non-time-short state, a state specification command that can identify the low-probability time-short state, a state specification command that can identify the high-probability non-time-short state, and a state specification command that can identify the high-probability time-short state. As an example, when power supply is started, regardless of whether a part of the backup information has been initialized, the main CPU 41 stores in the output buffer a state specification command that can identify the current game state. That is, when power supply is started, if a part of the backup information has been initialized, a state specification command that can identify the low-probability non-time-short state is stored in the output buffer. On the other hand, when power supply is started, if a part of the backup information has not been initialized, a state specification command that can identify the game state when power supply is cut off is stored in the output buffer.
[0075] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered gate 17 based on whether a detection signal has been input from the gate sensor SE6. When a game ball enters gate 17, the main CPU 41 determines whether the number of normal holds stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of normal holds is 4. When the number of normal holds is less than the upper limit number, the main CPU 41 adds 1 to the number of normal holds and updates it.
[0076] Next, the main CPU 41 acquires the random number generated by the random number generation circuit 44 and stores the random number information based on the acquired random number in the main RAM 43. For example, the random numbers are winning random numbers used for the winning lottery of normal symbols, winning symbol random numbers used for determining normal symbols, and the like. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0077] Next, the normal symbol start process will be described. The normal symbol start process is an example of the timer interrupt process. In the normal symbol start process, the main CPU 41 determines whether the start condition of the normal game is satisfied. The main CPU 41 makes an affirmative determination when neither during the normal win game nor during the execution of the normal game, while making a negative determination when during the normal win game or during the execution of the normal game. If the start condition of the normal game is not satisfied, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is satisfied, the main CPU 41 determines whether the normal hold number is greater than zero. If the normal hold number is zero, the main CPU 41 ends the normal symbol start process.
[0078] If the normal hold number is greater than zero, the main CPU 41 performs a process of executing the normal game. Specifically, the main CPU 41 updates by subtracting 1 from the normal hold number. The main CPU 41 acquires, from the main RAM 43, the random number information that was stored first among the random number information for the normal game. The main CPU 41 performs a normal win lottery on whether to win normally using the winning random number specified from the acquired random number information. The main CPU 41 performs the normal win lottery with the normal win probability according to the current ball entry rate state. As an example, the normal win probability in the high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in the low ball entry rate state is zero or approximately zero.
[0079] If winning normally, the main CPU 41 performs a normal win variation process. In the normal win variation process, the main CPU 41 performs a normal win symbol lottery using the normal win symbol random number that can be specified from the random number information, and determines the normal win symbol to be stopped and displayed in the normal game. If not winning normally, the main CPU 41 performs a normal loss variation process. In the normal loss variation process, the main CPU 41 determines the normal loss symbol to be stopped and displayed in the normal game.
[0080] The main CPU 41 determines a variation pattern according to the ball entry rate state from among a plurality of normal variation patterns. As an example, when the current ball entry rate state is a low ball entry rate state, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is a high ball entry rate state. Note that there may be a plurality of variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may perform a variation pattern determination lottery for the normal game using a predetermined random number and determine a variation pattern from among the plurality of normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.
[0081] After ending the normal symbol start process, the main CPU 41 causes the normal game to be executed by a process different from the normal symbol start process. When causing the normal game to be executed, the main CPU 41 controls the normal symbol display device 19e to start the variation display of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0082] The normal win game process will be described. The normal win game process is a process for awarding a normal win game. When the main CPU 41 causes the normal win symbol to be stopped and displayed in the normal game, the main CPU 41 executes the normal win game process after the end of the normal win normal game. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start process and opens the second start port 13.
[0083] The prize ball payout process will be described. The prize ball payout process is a process for paying out prize balls. The prize ball payout process is an example of a timer interrupt process. In the prize ball payout process, the main CPU 41 determines whether a game ball has entered the first start port 12 based on whether a detection signal is input from the first start sensor SE1. When a game ball enters the first start port 12, the main CPU 41 awards the number of first prize balls (for example, 3 balls) determined for the first start port 12. That is, the main CPU 41 decides to pay out the number of first prize balls from the payout port CZa. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as the first prize ball command) that can identify that the number of first prize balls has been awarded. Thereafter, the main CPU 41 pays out the number of first prize balls from the payout port CZa. As an example, the main CPU 41 repeats for the number of prize balls the operation of controlling a payout motor (not shown) to pay out one prize ball from the payout port CZa, thereby paying out the number of prize balls of a predetermined number from the payout port CZa. For example, when the main CPU 41 decides to pay out prize balls, it adds the number of prize balls decided to be paid out to the number of unpayout balls stored in the main RAM 43. As an example, the number of unpayout balls is information that can identify the number of prize balls that have been decided to be paid out but have not yet been paid out. When the number of prize balls is added to the number of unpayout balls, the main CPU 41 performs payout control if it is not in the middle of the control for paying out one prize ball (hereinafter referred to as payout control). When one payout control is completed, the main CPU 41 updates the number of unpayout balls stored in the main RAM 43 by subtracting 1. Thereafter, the main CPU 41 repeats the payout control until the number of unpayout balls becomes zero. As an example, the time taken for one payout control (the operation time of the payout motor for paying out one prize ball from the payout port CZa) is 160 ms. That is, in the pachinko gaming machine 10, one prize ball is paid out every 160 ms. As an example, the process related to the payout control is executed independently of the timer interrupt process. For this reason, the number of unpayout balls can increase in response to a new decision to pay out prize balls while the process related to the payout control is being executed. In particular, during a big win game, the number of prize balls awarded (decided to be paid out) is more likely to be larger than the number of prize balls paid out per unit time.That is, during a big win game, the number of undischarged balls tends to increase.
[0084] The main CPU 41 determines whether a game ball has entered the second start port 13 based on whether a detection signal is input from the second start sensor SE2. When a game ball enters the second start port 13, the main CPU 41 awards a prize ball of the second prize ball number (for example, 1 ball) determined for the second start port 13. That is, the main CPU 41 adds the second prize ball number to the number of undischarged balls stored in the main RAM 43 and updates it. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as the second prize ball command) that can identify that the prize ball of the second prize ball number has been awarded. The main CPU 41 determines whether a game ball has entered the first big winning port 14 based on whether a detection signal is input from the first count sensor SE3. When a game ball enters the first big winning port 14, the main CPU 41 awards a prize ball of the third prize ball number (for example, 15 balls) determined for the first big winning port 14. That is, the main CPU 41 adds the third prize ball number to the number of undischarged balls stored in the main RAM 43 and updates it. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as the third prize ball command) that can identify that the prize ball of the third prize ball number has been awarded. The main CPU 41 determines whether a game ball has entered the second big winning port 15 based on whether a detection signal is input from the second count sensor SE4. When a game ball enters the second big winning port 15, the main CPU 41 awards a prize ball of the fourth prize ball number (for example, 15 balls) determined for the second big winning port 15. That is, the main CPU 41 adds the fourth prize ball number to the number of undischarged balls stored in the main RAM 43 and updates it. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as the fourth prize ball command) that can identify that the prize ball of the fourth prize ball number has been awarded.
[0085] The base counting process will be described. The base counting process is a process for counting (calculating) a base value. The base counting process includes a first base counting process and a second base counting process. As an example, when the main CPU 41 is not in the jackpot game and is in the low-probability non-time-short state, in the prize ball payout process, when a prize ball is awarded, the first base counting process is executed. The main CPU 41 adds the number of awarded prize balls to the total number of prize balls stored in the main RAM 43. The total number of prize balls is an example of backup information. The total number of prize balls is an example of base information. Here, with regard to the prize ball, being awarded means that it has been determined to pay out the prize ball, including before it is actually paid out from the payout port CZa. The main CPU 41 counts (calculates) the base value by dividing the total number of prize balls after addition by the total number of used balls stored in the main RAM 43 and then multiplying by 100. The total number of used balls is an example of backup information. The total number of used balls is an example of base information. The main CPU 41 updates the base value information stored in the main RAM 43 so that the counted base value can be specified. The base value information may be the counted base value itself, or may be information obtained by processing the counted base value by a predetermined method. The base value information is an example of backup information. The base value information is an example of base information. The main CPU 41 controls the display content of the base display device 45 based on the updated base value information. Then, the main CPU 41 ends the first base counting process.
[0086] As an example, when the main CPU 41 identifies that a game ball has been used, it executes second base count processing. As an example, the main CPU 41 determines whether a game ball has been used based on whether a detection signal is input from the used ball sensor SE8. As described above, the used ball sensor SE8 detects a game ball that has reached the game area YBa. The game ball that has reached the game area YBa is an example of a game ball used in the game. As an example, the pachinko gaming machine 10 may be configured to detect a game ball discharged from the game area YBa as a game ball used in the game. For example, the pachinko gaming machine 10 may be configured to be able to detect a game ball passing through a passage where game balls entering various winning openings (ball entry openings) such as the first start opening 12, the second start opening 13, the first big winning opening 14, the second big winning opening 15, and the out opening 18 merge as a game ball used in the game.
[0087] In the second base value count processing, the main CPU 41 adds 1 to the total number of used balls stored in the main RAM 43. The main CPU 41 counts (calculates) the base value by dividing the total number of prize balls stored in the main RAM 43 by the total number of used balls after addition and then multiplying by 100. The main CPU 41 updates the base value information stored in the main RAM 43 so that the counted base value can be identified. The main CPU 41 controls the display content of the base display device 45 based on the updated base value information. Then, the main CPU 41 ends the second base count processing. The main CPU 41 is an example of base value counting means for counting the base value when the game state is the low-probability non-time-short state. The base display device 45 is an example of base value display means for displaying the base value.
[0088] The main error processing will be described. In the main error process, various errors are set and the settings of various errors are cancelled. For a certain error, "setting" means that the main CPU 41 stores information (such as a flag) that can identify the error in the main RAM 43. Also, for a certain error, "cancelling the setting" means that the main CPU 41 erases information (such as a flag) that can identify the error from the main RAM 43. The main error process is an example of a timer interrupt process.
[0089] As an example, in the main error process, when the main CPU 41 detects an error related to the payout of prize balls, it sets a payout error. As an example, an error related to the payout of prize balls includes a ball jam error. As an example, the main CPU 41 counts the number of prize balls paid out and the number of payout balls detected by the payout sensor SE7, and detects a ball jam error when the number of prize balls and the number of payout balls deviate from each other over a predetermined time. That is, the payout error is set when the number of prize balls and the number of payout balls deviate from each other over a predetermined time. As an example, when setting a payout error, the main CPU 41 stores a control command (hereinafter referred to as a payout error setting command) that can identify that the payout error has been set in the output buffer. As an example, when the main CPU 41 detects the cancellation of a ball jam error, it cancels the setting of the payout error. As an example, the main CPU 41 detects the cancellation of a ball jam error when the number of prize balls and the number of payout balls match each other over a predetermined time. That is, the setting of the payout error is cancelled when the number of prize balls and the number of payout balls match each other over a predetermined time. As an example, when cancelling the setting of a payout error, the main CPU 41 stores a control command (hereinafter referred to as a payout error cancellation command) that can identify that the setting of the payout error has been cancelled in the output buffer. As an example, even when the power supply is cut off and then the power supply is started, the main CPU 41 does not cancel the setting of the payout error. The main CPU 41 is an example of a detection means for detecting a payout error.
[0090] As an example, in the main error process, when the main CPU 41 detects the entry of a game ball into the first large winning opening 14 by the first count sensor SE3 when it is not within a predetermined winning allowable period, it sets an illegal winning error. As an example, in the main error process, when the main CPU 41 detects the entry of a game ball into the second large winning opening 15 by the second count sensor SE4 when it is not within a predetermined winning allowable period, it sets an illegal winning error. That is, the illegal winning error is set when a game ball enters the first large winning opening 14 or the second large winning opening 15 when it is not within the winning allowable period. As an example, the winning allowable period starts when the first round game in the big win game starts. As an example, the winning allowable period ends when a predetermined winning allowable time (for example, 5 seconds) has elapsed after the last round game in the big win game ends. As an example, when setting an illegal winning error, the main CPU 41 stores a control command (hereinafter referred to as an illegal winning error setting command) that can identify that the illegal winning error has been set in the output buffer. As an example, after setting an illegal winning error, when a predetermined error time (for example, 30 seconds) has elapsed, the main CPU 41 cancels the setting of the illegal winning error. That is, the setting of the illegal winning error is canceled when the error time has elapsed after the illegal winning error is set. As an example, when canceling the setting of the illegal winning error, the main CPU 41 stores a control command (hereinafter referred to as an illegal winning error cancellation command) that can identify that the setting of the illegal winning error has been canceled in the output buffer.
[0091] Next, various processes executed by the sub CPU 51 will be described. The production game process will be described. The production game process is a process for executing a production game as one of the display productions related to the special game during the execution of the special game. When the sub CPU 51 inputs a variation start command and a special symbol command, it controls a production device group ES including a production display device EH to execute a production game.
[0092] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special symbol command. When the sub-CPU 51 can identify the jackpot symbol from the special symbol command, it determines the jackpot symbol combination. As an example, the jackpot symbol combination is a symbol combination in which a plurality of first effect symbols EZ1 are the same first effect symbol EZ1, and the second effect symbol EZ2 is the second effect symbol EZ2 according to the first aspect. As an example, the second effect symbol EZ2 according to the first aspect is a symbol imitating a white □ (square). When the sub-CPU 51 can identify the off symbol from the special symbol command, it determines the off symbol combination. When determining the off symbol combination, the sub-CPU 51 determines the off symbol combination including a reach when the condition for executing the reach effect (hereinafter referred to as the reach condition) is satisfied. As an example, the off symbol combination including a reach is a symbol combination in which, among a plurality of first effect symbols EZ1, the first effect symbols EZ1 in the left and right columns are the same first effect symbol EZ1, while the first effect symbol EZ1 in the middle column is a different first effect symbol EZ1, and the second effect symbol EZ2 is the second effect symbol EZ2 according to the second aspect. As an example, the second effect symbol EZ2 according to the second aspect is a symbol imitating a blue □ (square). When determining the off symbol combination, the sub-CPU 51 determines the off symbol combination not including a reach when the reach condition is not satisfied. As an example, the off symbol combination not including a reach is a symbol combination in which a plurality of first effect symbols EZ1 are different first effect symbols EZ1, and the second effect symbol EZ2 is the second effect symbol EZ2 according to the second aspect. As an example, the sub-CPU 51 determines whether the reach condition is satisfied based on the variation pattern that can be specified from the input variation start command.
[0093] The sub-CPU 51 determines the specific variation content (effect content) of the effect game based on the variation pattern. The sub-CPU 51 controls the effect display device EH to start the variation display of the effect symbols in each symbol column based on the determined variation content. That is, the sub-CPU 51 starts the effect game.
[0094] After the start of the production game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops displaying the symbol combination. The sub-CPU 51 causes the symbol combination to be stopped and displayed in a determined state upon the input of a variation end command. The sub-CPU 51 may cause the symbol combination to be stopped and displayed in a determined state upon the elapse of the variation time defined in the variation pattern. In this case, the variation end command may be omitted. The sub-CPU 51 is an example of variation game execution means for executing a variation game.
[0095] Next, the display content of the effect display device EH when various errors are set will be described. First, an example of the display content of the effect display device EH when a payout error is set will be described.
[0096] As shown in FIG. 4(a), when a payout error is set, payout error information is displayed on the effect display device EH. The payout error information is information that can identify that a payout error is set. As an example, when a payout error is set, the effect display device EH can display a payout error image Hg. The payout error image Hg is an example of the payout error information. As an example, the payout error image Hg is an image imitating the character string "payout error". As an example, the payout error image Hg is displayed in the upper left of the display area R of the effect display device EH. In the following description, the display area R of the effect display device EH may be omitted and simply referred to as the display area R.
[0097] Next, an example of the display content of the effect display device EH when an illegal winning error is set will be described. As shown in FIG. 4(b), when an illegal winning error is set, the effect display device EH displays illegal winning error information. The illegal winning error information is information that can identify that an illegal winning error is set. As an example, when an illegal winning error is set, the effect display device EH displays an illegal winning error image Fg. The illegal winning error image Fg is an example of the illegal winning error information. As an example, the illegal winning error image Fg is an image imitating the character string "illegal winning error". As an example, the illegal winning error image Fg is displayed in the upper left in the display area R. As an example, the illegal winning error image Fg is displayed below the display position of the payout error image Hg in the display area R.
[0098] Next, an example of the display content of the effect display device EH when the progress part of the gaming machine is in the standby part will be described. As shown in FIG. 5(a), as an example, when the progress part of the gaming machine is in the standby part, the display content of the effect display device EH may include the display of the first effect symbol EZ1. As an example, when the progress part of the gaming machine is in the standby part, the effect display device EH can stop displaying the first effect symbol EZ1. As an example, when the progress part of the gaming machine is in the standby part, the first effect symbol EZ1 is stopped and displayed in a shaking state on the effect display device EH. As an example, when the progress part of the gaming machine is in the standby part, the first effect symbol EZ1 is stopped and displayed at the center or substantially at the center in the display area R. As an example, when the progress part of the gaming machine is in the standby part, the display content of the effect display device EH may include the display of the second effect symbol EZ2. As an example, when the progress part of the gaming machine is in the standby part, the effect display device EH can stop displaying the second effect symbol EZ2. As an example, when the progress part of the gaming machine is in the standby part, the second effect symbol EZ2 is stopped and displayed in a determined state on the effect display device EH. As an example, when the progress part of the gaming machine is in the standby part, the second effect symbol EZ2 is stopped and displayed in the lower right in the display area R.
[0099] As an example, when the progress part of the gaming machine is a standby part, the display content of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the amount of light of the pachinko gaming machine 10. As an example, the specific value information may include first specific value information regarding the volume of the pachinko gaming machine 10 and second specific value information regarding the amount of light of the pachinko gaming machine 10. As an example, when the progress part of the gaming machine is a standby part, the effect display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. The first specific value image Tg1 is an example of the first specific value information. As an example, the first specific value image Tg1 is a meter image that can specify the level of the volume of the pachinko gaming machine 10. As an example, when the progress part of the gaming machine is a standby part, the first specific value image Tg1 is displayed on the left in the display area R. As an example, when the progress part of the gaming machine is a standby part, the effect display device EH can display a second specific value image Tg2 that can specify the amount of light of the pachinko gaming machine 10. The second specific value image Tg2 is an example of the second specific value information. As an example, the second specific value image Tg2 is a meter image that can specify the level of the amount of light of the pachinko gaming machine 10. As an example, when the progress part of the gaming machine is a standby part, the second specific value image Tg2 is displayed below in the display area R.
[0100] As shown in FIG. 5(b), as an example, when the progress part of the gaming machine is the standby part, the display content of the effect display device EH may include customization information regarding the customization of the effects executed in the pachinko gaming machine 10. As an example, when the progress part of the gaming machine is the standby part, the effect display device EH can display a customization image Cg regarding the customization of the effects executed in the gaming machine. The customization image Cg is an example of the customization information. As an example, when the progress part of the gaming machine is the standby part, the customization image Cg is displayed at the center or substantially at the center in the display area R. As an example, when the customization image Cg is being displayed, in the pachinko gaming machine 10, the appearance rate (ease of execution) of various effects can be customized. As an example, when the customization image Cg is being displayed, in the pachinko gaming machine 10, the jackpot expectancy that can be specified when various effects are executed can be customized. As an example, when the customization image Cg is being displayed, in the pachinko gaming machine 10, during a part of the period when the operation of the effect button BT is accepted, it can be customized to a state where the effect button BT is regarded as having been operated even if the effect button BT has not been operated (auto button state). As an example, when the progress part of the gaming machine is the standby part, by operating the effect button BT, the customization image Cg is displayed on the effect display device EH.
[0101] As shown in FIG. 5(c), for example, when the progress part of the gaming machine is the standby part, the display content of the effect display device EH may include demonstration information that constitutes a demonstration effect for obtaining a customer attraction effect. For example, when the progress part of the gaming machine is the standby part, the effect display device EH can display a demonstration image Dg. The demonstration image Dg is an example of the demonstration information. For example, the demonstration image Dg is a moving image. For example, when the progress part of the gaming machine is the standby part, the demonstration image Dg is displayed over the entire display area R or substantially the entire area. For example, the demonstration image Dg is information that suggests various effects executable when the progress part of the gaming machine is a variable part and various effects executable when the progress part of the gaming machine is a jackpot part. For example, when the progress part of the gaming machine is the standby part, the demonstration image Dg may be displayed on the effect display device EH triggered by the elapse of a predetermined standby time since the progress part of the gaming machine became the standby part.
[0102] As shown in FIG. 5(d), when the game machine is in the waiting part, the display contents of the effect display device EH may include information to alert users about getting addicted. When the game machine is in the waiting part, the effect display device EH may display an image Ng1 to alert users about getting addicted. The image Ng1 is an example of the alert information. The image Ng1 is an example of the first alert information among the alert information. As an example, the image Ng1 may include an image imitating the character string "Pachinko and Pachislot are games to be enjoyed in moderation" and the character string "Be careful not to get addicted." As an example, the image Ng1 may include an image to alert users about the sale of malicious strategies. As an example, the image Ng1 may include an image to alert users about cheating. As an example, the image Ng1 may include an image to alert users about hitting the game machine. As an example, the attention image Ng1 may include an image that calls attention to the fact that a person under 18 years of age plays a gaming machine. As an example, when the progression part of the gaming machine is a waiting part, the attention image Ng1 is displayed in the entire area or substantially the entire area of the display region R. As an example, the attention image Ng1 may include an image that calls attention to the fact that a child is left in a car. As an example, when the progression part of the gaming machine is a waiting part, the attention image Ng1 can be displayed on the performance display device EH when a predetermined demonstration time has elapsed since the demonstration image Dg is displayed. As an example, when the progression part of the gaming machine is a waiting part, the display of the attention image Ng1 on the performance display device EH ends when a predetermined attention time has elapsed since the display of the attention image Ng1. Note that when the progression part of the gaming machine is a waiting part, the demonstration image Dg may be displayed on the performance display device EH when a waiting time has elapsed since the display of the attention image Ng1 on the performance display device EH ends.
[0103] Next, an example of the display contents of the effect display device EH when the progression part of the gaming machine is a variable part will be described. When the progress part of the gaming machine is a variable part, the display content of the effect display device EH varies according to the gaming state.
[0104] As shown in FIG. 6(a), as an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the display content of the effect display device EH may include the display of the first effect symbol EZ1. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the effect display device EH can variably display the first effect symbol EZ1. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the display content of the effect display device EH may include the display of the second effect symbol EZ2. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the effect display device EH can variably display the second effect symbol EZ2. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the display content of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the amount of light of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the effect display device EH can display a first specific value image Tg1 capable of specifying the volume of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the first specific value image Tg1 is displayed in the effect display device EH in the same display mode as when the progress part of the gaming machine is a standby part. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the effect display device EH can display a second specific value image Tg2 capable of specifying the amount of light of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-shortening state and the progress part of the gaming machine is a variable part, the second specific value image Tg2 is displayed in the effect display device EH in the same display mode as when the progress part of the gaming machine is a standby part.
[0105] As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold information regarding the variable games on hold. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display the held game image Gh. The held game image Gh is an example of hold information. As an example, the held game images Gh are displayed corresponding to the variable games on hold separately. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the held game image Gh is displayed in the lower right in the display area R. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the held game image Gh is displayed to the left of the second effect symbol EZ2 in the display area R. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include game information regarding the variable games in progress. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display the variable game image Gg. The variable game image Gg is an example of game information. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the variable game image Gg is displayed in the lower right in the display area R. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the variable game image Gg is displayed to the left of the held game image Gh in the display area R.
[0106] As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold number information regarding the number of variable games in hold. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a hold number image Gn. The hold number image Gn is an example of hold number information. As an example, the hold number image Gn may include an image capable of specifying the number of first variable games in hold. As an example, the hold number image Gn may include an image capable of specifying the number of second variable games in hold. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the hold number image Gn is displayed in the upper left corner in the display area R. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include variable number information capable of specifying the number of executions of variable games from a predetermined trigger. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a variable number image Gt capable of specifying the number of executions of variable games from a predetermined trigger. The variable number image Gt is an example of variable number information. As an example, the predetermined trigger may include the execution of a big win game and the start of power supply. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the variable number image Gt is displayed in the upper right corner in the display area R.
[0107] As shown in FIG. 6(b), as an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach-before effect information that constitutes a predetermined reach-before effect. As an example, the reach-before effect is an effect that is started before a reach is formed in the effect game. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a reach-before effect image Gb. The reach-before effect image Gb is an example of reach-before effect information. As an example, the reach-before effect image Gb may include an image imitating a predetermined character. As an example, the reach-before effect image Gb may include an image imitating the character string "It's a chance!". As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the reach-before effect image Gb is displayed at the center or substantially at the center in the display area R.
[0108] As shown in FIG. 6(c), as an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include customization information regarding the customization of the effects executed in the pachinko gaming machine 10. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a customization image Cg regarding the customization of the effects executed in the gaming machine. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the customization image Cg is displayed in the same display mode in the effect display device EH as when the progress part of the gaming machine is the standby part. That is, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, before a reach is formed in the effect game, by operating the effect button BT, the customization information is displayed in the effect display device EH.
[0109] As shown in FIG. 6(d) and FIG. 6(e), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reach effect information constituting a predetermined reach effect. As an example, the reach effect information may include SR effect information constituting an SR effect. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display an SR effect image Gs. The SR effect image Gs is an example of SR effect information. As an example, the SR effect image Gs is a moving image. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the SR effect image Gs is displayed in the entire area or substantially the entire area of the display area R. As an example, the SR effect information may include cut-in effect information. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a cut-in image Gc. The cut-in image Gc is an example of cut-in effect information. As an example, the cut-in image Gc may include an image imitating the character string "Super Hot". As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the cut-in image Gc is displayed in the center or approximately in the center in the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display mode of the first effect pattern EZ1 changes between when the SR effect image Gs is displayed and when the SR effect image Gs is not displayed. For example, when the game state is a low probability non-time shortening state and the progression part of the game machine is a variable part, if the SR performance image Gs is displayed, the first performance pattern EZ1 is displayed in a smaller display area than when the SR performance image Gs is not displayed. As an example, when the game state is a low probability non-time shortening state and the progression part of the game machine is a variable part, if the SR performance image Gs is displayed, the first performance pattern EZ1 is displayed in a different display position than when the SR performance image Gs is not displayed.For example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, if the SR effect image Gs is being displayed, the first effect symbol EZ1 is displayed in the lower left in the display area R. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display mode of the second effect symbol EZ2 is the same whether the SR effect image Gs is being displayed or not. As an example, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 has lower visibility compared to the first effect symbol EZ1 even when the SR effect image Gs is being displayed.
[0110] As shown in FIG. 6(f), for example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the display content of the effect display device EH may include hitting method information (hereinafter referred to as normal hitting method information) that instructs the launch operation of the game ball in the normal mode. As an example, the normal hitting method information is hitting method information that instructs left hitting. As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the effect display device EH can display a left hitting image Gl. The left hitting image Gl is an example of normal hitting method information. As an example, the left hitting image Gl may include an image that imitates a left-facing arrow. As an example, the left hitting image Gl may include an image that imitates the character string "left hitting". As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the left hitting image Gl is displayed in the center or approximately in the center in the display area R. As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the left-hand hit image Gl is displayed when the situation changes from a situation in which a specific mode is recommended to a situation in which a normal mode is recommended. As an example, a situation in which a specific mode is recommended to perform a game ball launch operation is a situation in which a right-hand hit is recommended. As an example, a situation in which a right-hand hit is recommended may include a situation in which the game state is a low-probability time-saving state, a situation in which the game state is a high-probability time-saving state, and a situation in which the progression part of the game machine is a jackpot part. As an example, a situation in which a left-hand hit is recommended may include a situation in which the game state is a low-probability non-time-saving state, a situation in which the progression part of the game machine is not a jackpot part, and a situation in which the game state is a high-probability non-time-saving state.
[0111] As shown in FIGS. 7(a) and 7(b), as an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the first effect symbol EZ1. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the first effect symbol EZ1. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the second effect symbol EZ2. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the second effect symbol EZ2. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the amount of light of the pachinko gaming machine 10. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the first specific value image Tg1 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a second specific value image Tg2 that can specify the amount of light of the pachinko gaming machine 10.As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the second specific value image Tg2 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0112] As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold information regarding the variable game on hold. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the hold game image Gh can be displayed on the effect display device EH. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the hold game image Gh is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include game information regarding the variable game being executed. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the variable game image Gg can be displayed on the effect display device EH. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the variable game image Gg is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0113] As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the hold number information regarding the number of variable games in hold. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the hold number image Gn. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the hold number image Gn is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the remaining number information. The remaining number information is information that can specify the remaining number of special games (hereinafter referred to as the remaining operation times) that can be executed when not winning a big win in the low-probability short state. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the remaining number image Gz that can specify the remaining operation times. The remaining number image Gz is an example of the remaining number information. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the remaining number image Gz is displayed in the upper right of the display area R.
[0114] As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the ball payout information during the consecutive winning periods. As an example, the consecutive winning period is the period from when the progress part of the gaming machine becomes the big win part when the game state is the low-probability non-short state until the game state becomes the low-probability non-short state again when the progress part of the gaming machine is not the big win part. As an example, the consecutive winning period is the period from when the situation changes from recommending the shooting operation of the game ball in the normal mode to recommending the shooting operation of the game ball in the specific mode until it changes back to the situation of recommending the shooting operation of the game ball in the normal mode again. As an example, the ball payout information during the consecutive winning period is information that can specify the total number of prize balls awarded during the current consecutive winning period. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the ball payout image Gd. The ball payout image Gd is an example of the ball payout information. As an example, the ball payout image Gd is an image simulating the total number of prize balls awarded during the current consecutive winning period. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the ball payout image Gd is displayed in the lower right in the display area R. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the ball payout image Gd is displayed above the second effect symbol EZ2 in the display area R.
[0115] As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the display content of the effect display device EH may include hitting method information (hereinafter, referred to as specific hitting method information) that instructs the launch operation of the game ball in a specific manner. As an example, the specific hitting method information is hitting method information that instructs right hitting. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the effect display device EH can display the first right hitting image Gm1. The first right hitting image Gm1 is an example of specific hitting method information. As an example, the first right hitting image Gm1 may include an image that imitates a right-facing arrow. As an example, the first right hitting image Gm1 may include an image that imitates the character string "right hitting". As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right hitting image Gm1 is displayed in the center or approximately in the center in the display area R. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right-hit image Gm1 is displayed in response to a change from a situation in which a game ball launch operation in a normal mode is recommended to a situation in which a game ball launch operation in a specific mode is recommended. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the performance display device EH can display the second right-hit image Gm2. The second right-hit image Gm2 is an example of specific hitting method information. As an example, the second right-hit image Gm2 may include an image imitating a right-facing arrow. As an example, the second right-hit image Gm2 is information with lower visibility than the first right-hit image Gm1. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is displayed in the upper right corner of the display area R. As an example, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is displayed below the remaining number image Gz in the display area R. As an example, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is always displayed.
[0116] As shown in FIG. 7(c), as an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach-before effect information constituting a predetermined reach-before effect. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a reach-before effect image Gb. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the reach-before effect image Gb is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0117] As shown in FIG. 7(d), as an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include customization information regarding the customization of the effects executed in the pachinko gaming machine 10. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a customization image Cg regarding the customization of the effects executed in the gaming machine. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the customization image Cg is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0118] As shown in FIGS. 7(e) and 7(f), as an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach effect information that constitutes a predetermined reach effect. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the SR effect image Gs. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the SR effect image Gs is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the cut-in image Gc. As an example, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the cut-in image Gc is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0119] As shown in FIG. 8(a), as an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the first effect symbol EZ1. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the first effect symbol EZ1. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the second effect symbol EZ2. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the second effect symbol EZ2. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the amount of light of the pachinko gaming machine 10. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the effect display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the first specific value image Tg1 is displayed in the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part. As an example, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, the effect display device EH can display a second specific value image Tg2 that can specify the amount of light of the pachinko gaming machine 10.As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the second specific value image Tg2 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0120] As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold information regarding the variable game on hold. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display the hold game image Gh. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the hold game image Gh is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include game information regarding the ongoing variable game. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display the variable game image Gg. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the variable game image Gg is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part.
[0121] As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold number information regarding the number of variable games in hold. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a hold number image Gn. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the hold number image Gn is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include variable number information capable of specifying the number of executions of the variable game from a predetermined trigger. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a variable number image Gt capable of specifying the number of executions of the variable game from a predetermined trigger. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the variable number image Gt is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part.
[0122] As shown in FIG. 8(b), as an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach pre-effect information constituting a predetermined reach pre-effect. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a reach pre-effect image Gb. As an example, when the game state is the high-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the reach pre-effect image Gb is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part.
[0123] As shown in FIG. 8(c), as an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include customization information regarding the customization of the effects executed in the pachinko gaming machine 10. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a customization image Cg regarding the customization of the effects executed in the gaming machine. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the customization image Cg is displayed in the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0124] As shown in FIGS. 8(d) and 8(e), as an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach effect information constituting a predetermined reach effect. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display an SR effect image Gs. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the SR effect image Gs is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display a cut-in image Gc. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the cut-in image Gc is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part.
[0125] As shown in FIG. 8(f), as an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include normal hitting method information. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the effect display device EH can display the left hitting image Gl. As an example, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the left hitting image Gl is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part.
[0126] As shown in FIGS. 9(a) and 9(b), as an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the first effect symbol EZ1. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the first effect symbol EZ1. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the display of the second effect symbol EZ2. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can variably display the second effect symbol EZ2. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the amount of light of the pachinko gaming machine 10. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the first specific value image Tg1 capable of specifying the volume of the pachinko gaming machine 10. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the first specific value image Tg1 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the second specific value image Tg2 capable of specifying the amount of light of the pachinko gaming machine 10.As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the second specific value image Tg2 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0127] As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include hold information regarding the variable game on hold. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the hold game image Gh can be displayed on the effect display device EH. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the hold game image Gh is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include game information regarding the variable game in progress. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the variable game image Gg can be displayed on the effect display device EH. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the variable game image Gg is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0128] As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the hold number information regarding the number of variable games on hold. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the hold number image Gn. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the hold number image Gn is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0129] As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include the out ball information during the consecutive win period. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the out ball image Gd. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the out ball image Gd is displayed on the effect display device EH in the same display mode as when the game state is the low-probability short state and the progress part of the gaming machine is the variable part.
[0130] As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include specific hitting method information. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the first right hitting image Gm1. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the first right hitting image Gm1 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the second right hitting image Gm2. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the second right hitting image Gm2 is displayed on the effect display device EH in the same display mode as when the game state is the low-probability short state and the progress part of the gaming machine is the variable part.
[0131] As shown in FIG. 9(c), as an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach pre-effect information that constitutes a predetermined reach pre-effect. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display the reach pre-effect image Gb. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the reach pre-effect image Gb is displayed on the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0132] As shown in FIG. 9(d), as an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include customization information regarding the customization of the effects executed in the pachinko gaming machine 10. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a customization image Cg regarding the customization of the effects executed in the gaming machine. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the customization image Cg is displayed in the effect display device EH in the same display mode as when the progress part of the gaming machine is the standby part.
[0133] As shown in FIG. 9(e) and FIG. 9(f), as an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the display content of the effect display device EH may include reach effect information constituting a predetermined reach effect. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display an SR effect image Gs. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the SR effect image Gs is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the effect display device EH can display a cut-in image Gc. As an example, when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the cut-in image Gc is displayed in the effect display device EH in the same display mode as when the game state is the low-probability non-short state and the progress part of the gaming machine is the variable part.
[0134] Next, an example of the display content of the effect display device EH when the progress part of the gaming machine is the big win part will be described. When the progress part of the gaming machine is a jackpot part, the display content of the effect display device EH differs depending on whether the ongoing jackpot game is a first jackpot game or a consecutive jackpot game. As an example, the first jackpot game is a jackpot game based on winning the jackpot in the jackpot lottery when not in the consecutive winning period. As an example, the consecutive jackpot game is a jackpot game based on winning the jackpot in the jackpot lottery when in the consecutive winning period. In the following description, among the jackpot parts, the case where the ongoing jackpot game is a first jackpot game may be shown as the first jackpot part, and the case where the ongoing jackpot game is a consecutive jackpot game may be shown as the second jackpot part.
[0135] As shown in Fig. 10(a), as an example, when the progress part of the gaming machine is the first big win part, the display content of the effect display device EH may include the opening information that constitutes the opening effect. As described above, the opening effect is executed during the opening period when the progress part of the gaming machine is the big win part. As an example, when the progress part of the gaming machine is the first big win part, during the opening period, the effect display device EH can display the opening image Go. The opening image Go is an example of the opening information. As an example, the opening image Go is a moving image. As an example, when the progress part of the gaming machine is the first big win part, the opening image Go is displayed in the entire display area R or substantially the entire area. As an example, when the progress part of the gaming machine is the first big win part, the display content of the effect display device EH may include specific hitting method information. As an example, when the progress part of the gaming machine is the first big win part, the effect display device EH can display the first right hitting image Gm1. As an example, when the progress part of the gaming machine is the first big win part, the first right hitting image Gm1 is displayed at the center or substantially the center in the display area R. As an example, when the progress part of the gaming machine is the first big win part, the first right hitting image Gm1 is displayed on the effect display device EH throughout the opening period. As an example, when the progress part of the gaming machine is the first big win part, the first right hitting image Gm1 is displayed at the same position in the display area R when the gaming state is the low probability short state and the progress part of the gaming machine is the variable part. As an example, when the progress part of the gaming machine is the first big win part, the effect display device EH can display the second right hitting image Gm2. As an example, when the progress part of the gaming machine is the first big win part, the second right hitting image Gm2 is displayed at the same position in the display area R when the gaming state is the low probability short state and the progress part of the gaming machine is the variable part.
[0136] As shown in FIG. 10(b), as an example, when the progress part of the gaming machine is the first jackpot part, the display content of the effect display device EH may include round information constituting the round effect. As an example, when the progress part of the gaming machine is the first jackpot part, the effect display device EH can display a round image Gr1. The round image Gr1 is an example of round information. As an example, the round image Gr1 is a moving image. As an example, when the progress part of the gaming machine is the first jackpot part, the round image Gr1 is displayed in the entire display area R or substantially the entire area. As an example, when the progress part of the gaming machine is the first jackpot part, the display content of the effect display device EH may include round number information that can identify the current round number. As an example, the current round number is the number of round games started in the ongoing jackpot game. As an example, the current round number is information indicating which round game the ongoing round game is in the ongoing jackpot game. As an example, the round number information is information constituting the round effect. As an example, when the progress part of the gaming machine is the first jackpot part, the effect display device EH can display a round number image Gr2 that can identify the current round number. The round number image Gr2 is an example of round number information. As an example, when the progress part of the gaming machine is the first jackpot part, the round number image Gr2 is displayed in the upper right of the display area R. As an example, when the progress part of the gaming machine is the first jackpot part, the round number image Gr2 is displayed above the display position of the second right hit image Gm2 in the display area R. As an example, when the progress part of the gaming machine is the first jackpot part, the display content of the effect display device EH may include type information that can identify the type of jackpot identification information. As an example, the jackpot identification information is information indicating the combination of symbols of the jackpot derived in the immediately preceding executed effect game. As an example, the type information is information constituting the round effect. As an example, when the progress part of the gaming machine is the first jackpot part, the effect display device EH can display a type image Gr3. The type image Gr3 is an example of type information.As an example, the type image Gr3 is an image that imitates a part of the winning symbol combination derived in the production game executed immediately before, and imitates a part of the first production symbol EZ1. As an example, the type image Gr3 is an image that imitates the Arabic numerals corresponding to the first production symbol EZ1 among the winning symbol combinations derived in the production game executed immediately before. That is, if the first production symbol EZ1 is "777" among the winning symbol combinations derived in the production game executed immediately before, the type image Gr3 is an image that imitates "7". As an example, when the progress part of the gaming machine is the first big win part, the type image Gr3 is displayed in the upper right in the display area R. As an example, when the progress part of the gaming machine is the first big win part, the type image Gr3 is displayed above the display position of the round number image Gr2 in the display area R. As described above, the round production is executed during the period when the round game is being executed when the progress part of the gaming machine is the big win part. As an example, when the progress part of the gaming machine is the first big win part, the display content of the production display device EH may include hitting method information for instructing the shooting operation of the game ball toward a specific area. As an example, when the progress part of the gaming machine is the first big win part, the production display device EH can display a specific round image Gr4 for instructing the shooting operation of the game ball toward a specific area. The specific round image Gr4 is an example of hitting method information for instructing the shooting operation of the game ball toward a specific area. As an example, when the progress part of the gaming machine is the first big win part, the specific round image Gr4 is displayed below in the display area R. The hitting method information for instructing the shooting operation of the game ball toward a specific area is displayed during the period when the specific round game is being executed when the progress part of the gaming machine is the first big win part. As an example, when the progress part of the gaming machine is the first big win part, the display content of the production display device EH may include out ball information during the consecutive win period. As an example, when the progress part of the gaming machine is the first big win part, the production display device EH can display an out ball image Gd. As an example, when the progress part of the gaming machine is the first big win part, the out ball image Gd is displayed to the right of the specific round image Gr4 in the display area R.As an example, when the progress part of the gaming machine is the first big win part, the ball output information during the consecutive win periods is displayed during the round periods.
[0137] As shown in FIG. 10(c), as an example, when the progress part of the gaming machine is the first big win part, the display content of the effect display device EH may include passage information capable of specifying that the game ball has passed through a specific area. As an example, when the progress part of the gaming machine is the first big win part, the effect display device EH can display a passage image Gr5 capable of specifying that the game ball has passed through a specific area. As an example, the passage image Gr5 is an image imitating the character "V". The passage image Gr5 is an example of passage information capable of specifying that the game ball has passed through a specific area. As an example, when the progress part of the gaming machine is the first big win part, the passage image Gr5 is displayed in the upper right of the display area R. As an example, when the progress part of the gaming machine is the first big win part, the passage image Gr5 is displayed to the right of the display position of the type image Gr3 in the display area R. As an example, the passage information is displayed when the game ball passes through a specific area when the progress part of the gaming machine is the first big win part.
[0138] As shown in FIG. 10(d), as an example, when the progress part of the gaming machine is the first jackpot part, the display content of the effect display device EH may include ending information that constitutes an ending effect. As described above, the ending effect is executed during the ending period when the progress part of the gaming machine is the jackpot part. As an example, when the progress part of the gaming machine is the first jackpot part, during the ending period, the effect display device EH can display an ending image Ge. The ending image Ge is an example of the ending information. As an example, the ending image Ge is a moving image. As an example, when the progress part of the gaming machine is the first jackpot part, the ending image Ge is displayed over the entire display area R or substantially the entire area. As an example, when the progress part of the gaming machine is the first jackpot part, the display content of the effect display device EH may include cautionary information regarding slumping. As an example, when the progress part of the gaming machine is the standby part, the effect display device EH can display a cautionary image Ng2 regarding slumping. The cautionary image Ng2 is an example of the ending information. The cautionary image Ng2 is an example of the cautionary information. The cautionary image Ng2 is an example of the second cautionary information among the cautionary information. As an example, the cautionary image Ng2 may include an image imitating the character strings of "Pachinko and Pachislot are games to be enjoyed moderately." and "Be careful of slumping." As an example, the cautionary image Ng2 may include an image that cautions against forgetting to take the information medium (prepaid card). As an example, the cautionary image Ng2 may include an image imitating the character string of "Please be careful not to forget the prepaid card." As an example, the cautionary image Ng2 is an image with a different display area from the cautionary image Ng1. As an example, the cautionary image Ng2 is an image with a smaller display area compared to the cautionary image Ng1.
[0139] As shown in Fig. 11(a), as an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include opening information that constitutes the opening effect. As an example, when the progress part of the gaming machine is the second big win part, during the opening period, the opening image Go can be displayed on the effect display device EH. As an example, when the progress part of the gaming machine is the second big win part, the opening image Go is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the first big win part. As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include specific hitting method information. As an example, when the progress part of the gaming machine is the second big win part, the second right hitting image Gm2 can be displayed on the effect display device EH. As an example, when the progress part of the gaming machine is the second big win part, the second right hitting image Gm2 is displayed on the effect display device EH in the same display mode as when the gaming state is the low probability short state and the progress part of the gaming machine is the variable part. As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include consecutive win information that can specify the number of consecutive wins. As an example, the number of consecutive wins is information that can specify the total number of big win games started during the current consecutive win period. As an example, when the progress part of the gaming machine is the second big win part, the consecutive win number image Rg can be displayed on the effect display device EH. The consecutive win number image Rg is an example of consecutive win information. As an example, the consecutive win number image Rg is an image imitating the number of big wins started during the current consecutive win period. As an example, when the progress part of the gaming machine is the second big win part, the consecutive win number image Rg is displayed in the lower right corner in the display area R.
[0140] As shown in FIG. 11(b), as an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include round information that constitutes the round effect. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display the round image Gr1. As an example, when the progress part of the gaming machine is the second big win part, the round image Gr1 is displayed in the same display mode on the effect display device EH as when the progress part of the gaming machine is the first big win part. As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include round number information that can specify the current round number. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display the round number image Gr2. As an example, when the progress part of the gaming machine is the second big win part, the round number image Gr2 is displayed in the same display mode on the effect display device EH as when the progress part of the gaming machine is the first big win part. As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include type information that can specify the type of identification information for the big win. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display the type image Gr3. As an example, when the progress part of the gaming machine is the second big win part, the type image Gr3 is displayed in the same display mode on the effect display device EH as when the progress part of the gaming machine is the first big win part.
[0141] As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include hitting method information for instructing the shooting operation of the game ball toward a specific area. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display a specific round image Gr4 for instructing the shooting operation of the game ball toward a specific area. As an example, when the progress part of the gaming machine is the second big win part, the specific round image Gr4 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the first big win part. As an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include ball output information during the consecutive win period. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display a ball output image Gd. As an example, when the progress part of the gaming machine is the second big win part, the ball output image Gd is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the first big win part.
[0142] As shown in FIG. 11(c), as an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include passing information that can identify that the game ball has passed through a specific area. As an example, when the progress part of the gaming machine is the second big win part, the effect display device EH can display a passing image Gr5 that can identify that the game ball has passed through a specific area. As an example, when the progress part of the gaming machine is the second big win part, the passing image Gr5 is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the first big win part.
[0143] As shown in FIG. 11(d), as an example, when the progress part of the gaming machine is the second big win part, the display content of the effect display device EH may include ending information that constitutes an ending effect. As an example, when the progress part of the gaming machine is the second big win part, during the ending period, the effect display device EH can display an ending image Ge. As an example, when the progress part of the gaming machine is the second big win part, the ending image Ge is displayed on the effect display device EH in the same display mode as when the progress part of the gaming machine is the first big win part.
[0144] Next, an example of the display content of the effect display device EH when power supply is started and the backup information is not initialized will be described. As shown in FIG. 12, as an example, when power supply is started and backup information is not initialized, the display content of the effect display device EH may include supply start information that can identify that the power supply has started. As an example, when power supply is started and backup information is not initialized, the effect display device EH can display a supply start image Gp1 that can identify that the power supply has started. The supply start image Gp1 is an example of the supply start information. As an example, the supply start image Gp1 may include an image imitating the string "Power has been turned on". As an example, when power supply is started and backup information is not initialized, the supply start image Gp1 is displayed over the entire display area R or substantially the entire area. As an example, when power supply is started and backup information is not initialized, the display content of the effect display device EH may include return information that can identify that the power supply has started and the backup information has not been initialized. As an example, when power supply is started and backup information is not initialized, the effect display device EH can display a return image Gp2 that can identify that the power supply has started and the backup information has not been initialized. The return image Gp2 is an example of the return information. The return image Gp2 is an image imitating the string "In return". As an example, when power supply is started and backup information is not initialized, the return image Gp2 is displayed at the upper part in the display area R. The display of the supply start image Gp1 is an example of the power-on notification. The display of the return image Gp2 is an example of the power-on notification.
[0145] Next, an example of the display contents of the effect display device EH when a function (hereinafter referred to as the complete function) that restricts the execution of a game when the specific number of balls reaches the upper limit is activated will be described. As an example, the specific number of balls is information based on the number of prize balls acquired by the player and the number of balls used by the player in the game. As an example, the specific number of balls is counted based on the number of prize balls awarded since the start of power supply and the number of balls used in the game since the start of power supply. As an example, the upper limit is 95,000.
[0146] As shown in FIG. 13, when the complete function is activated, the display contents of the effect display device EH may include special information. As an example, the special information may include information that can identify that the complete function is activated. As an example, the special information may include information specific to the model. The specific information specific to the model may include a logo mark of the manufacturer, a specific character (such as an official mascot character) specific to the manufacturer, and a specific character specific to the model. As an example, when the complete function is activated (when the specific number of balls reaches the upper limit), the effect display device EH can display a special image Gcp. The special image Gcp is an example of special information. As an example, the special image Gcp may include an image imitating the character string "The complete function has been activated", the character string "The upper limit that can be paid out in one day has been reached", and the character string "Today's game is over". As an example, the special image Gcp may include an image imitating a character unique to the model. As an example, the special image Gcp may include an image imitating the character string "Congratulations!". As an example, the special image Gcp is a moving image. As an example, the special image Gcp is an image for satisfying the player's sense of accomplishment. As an example, the special image Gcp is an image that is exclusively displayed when the complete function is activated. As an example, when the complete function is activated, the special image Gcp is displayed in the entirety or substantially the entirety of the display area R.
[0147] Next, an example of the display contents of the effect display device EH when the number of specific balls reaches a specific number that is smaller than the upper limit number will be described. As an example, the specific number is 90,000.As shown in FIG. 14, as an example, when the specific number of balls reaches a specific number smaller than the upper limit number, the display content of the effect display device EH may include specific information. As an example, the specific information is information that pre-suggests that the complete function can operate. As an example, the specific information is information that suggests the difference between the specific number of balls and the upper limit number. As an example, the specific information is information that suggests that the specific number of balls has reached the specific number. As an example, in the effect display device EH, a specific image Sg can be displayed when the specific number of balls reaches a specific number smaller than the upper limit number. The specific image Sg is an example of specific information. As an example, the specific image Sg may include a message image Mg. As an example, the message image Mg is an image imitating the character strings of "The upper limit payable per day is approaching." and "Please note that the game will end today when the meter reaches 0." As an example, the specific image Sg is composed of a plurality of unit images. As an example, the specific image Sg is composed of five unit images: a first unit image Mgt1, a second unit image Mgt2, a third unit image Mgt3, a fourth unit image Mgt4, and a fifth unit image Mgt5. The first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are examples of a plurality of unit information. The first unit image Mgt1 is an example of specific unit information. As an example, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is an image in the shape of a square (box). As an example, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 has a normal display mode and a specific display mode. As an example, the normal display mode of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is a full state representing a state where the frame is filled by applying a predetermined color tone to the part inside the frame of each unit image.As an example, the specific display mode of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is an empty state in which the frame is empty by applying a predetermined color tone to the portion within the frame of each unit image. As an example, the specific image Sg is an image that suggests the difference between the specific number of balls and the upper limit number according to the display modes of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5. As an example, the specific image Sg is configured to include an image imitating a scale near each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5. As an example, when the specific number of balls reaches a specific number smaller than the upper limit number, the specific image Sg is displayed in the upper left in the display area R. That is, the display positions of the specific image Sg and the special image Gcp are different. Also, the specific image Sg is not an image displayed over the entire display area R or substantially the entire area. That is, the specific image Sg has a smaller display area on the display surface of the effect display device EH than the special image Gcp. As an example, in the specific image Sg, the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are arranged horizontally in this order from the left.
[0148] Next, an example of the display content of the effect display device EH when the operation of the complete function is being waited for will be described. As an example, when the specific number of balls reaches the upper limit number during the execution of the jackpot game, the operation of the complete function is waited for until the jackpot game ends.
[0149] As shown in FIG. 15, as an example, when the operation of the complete function is awaited, the display content of the effect display device EH may include operation standby information that can identify that the operation of the complete function is awaited. As an example, when the operation of the complete function is awaited, in the effect display device EH, the display mode of the message image Mg that constitutes the specific image Sg may change. In the following description, the display mode of the message image Mg before the operation of the complete function is awaited (before the display mode changes) is shown as the normal display mode, and the display mode of the message image Mg after the operation of the complete function is awaited (after the display mode changes) may be shown as the specific display mode.
[0150] The specific image Sg configured to include the message image Mg in the specific display mode is an example of the operation standby information. As an example, the message image Mg in the specific display mode may include an image imitating the character string "The upper limit payable in a day has been reached" instead of the character string "The upper limit payable in a day is approaching". As an example, the message image Mg in the specific display mode may include an image imitating the character string "When the meter reaches 0, the game ends today, so please be careful." instead of the character string "The complete function will operate after a win ends". As an example, when the operation of the complete function is awaited, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is displayed in the specific display mode. As an example, when the operation of the complete function is awaited, the specific image Sg does not change in the display position in the display area R.
[0151] Next, a specific ball number counting process for counting a specific number of balls will be described. As an example, the specific ball number counting process includes a first specific ball number counting process and a second specific ball number counting process. As an example, when the main CPU 41 identifies that a game ball has been used, the main CPU 41 executes the first specific ball number counting process. As an example, when the main CPU 41 is in the prize ball payout process and a prize ball is awarded, the main CPU 41 executes the second specific ball number counting process.
[0152] As shown in FIG. 16, in the first specific ball number counting process, the main CPU 41 determines whether the complete function is in operation (step S101). As an example, the main CPU 41 determines whether the complete function is in operation based on the complete function operation flag stored in the main RAM 43. As an example, the complete function operation flag is information that can identify whether the complete function is in operation. When the complete function is in operation (step S101: YES), the main CPU 41 ends the first specific ball number counting process.
[0153] When the complete function is not in operation (step S101: NO), the main CPU 41 determines whether it is waiting for the complete function to operate (step S102). As an example, the main CPU 41 determines whether it is waiting for the complete function to operate based on the complete function waiting flag stored in the main RAM 43. As an example, the complete function waiting flag is information that can identify whether it is waiting for the complete function to operate. As an example, being in the waiting state for the complete function to operate means that although the specific ball number has reached the upper limit, the operation of the complete function is being waited for because the operation waiting condition of the complete function is satisfied. As an example, the operation waiting condition of the complete function is satisfied when a big win game is in progress. That is, even if the specific ball number has reached the upper limit, when a big win game is in progress, the operation of the complete function is waited for. When the complete function is in the waiting state for operation (step S102: YES), the main CPU 41 ends the first specific ball number counting process.
[0154] When the complete function is not in the operation standby state (step S102: NO), the main CPU 41 determines whether the specific number of balls stored in the main RAM 43 is 0 (step S103). When the specific number of balls is 0 (step S103: YES), the main CPU 41 ends the first specific number of balls counting process. When the specific number of balls is not 0 (step S103: NO), the main CPU 41 subtracts 1 from the specific number of balls stored in the main RAM 43 and updates it (step S104). The main CPU 41 stores a control command corresponding to the updated specific number of balls (hereinafter referred to as a specific number of balls command) in the output buffer (step S105). As an example, the main CPU 41 generates a specific number of balls command so that the updated specific number of balls can be specified, and stores the generated specific number of balls command in the output buffer. When the process of step S105 ends, the main CPU 41 ends the first specific number of balls counting process.
[0155] As shown in FIG. 17, in the second specific number of balls counting process, the main CPU 41 determines whether the complete function is in operation (step S201). When the complete function is in operation (step S201: YES), the main CPU 41 ends the second specific number of balls counting process. When the complete function is not in operation (step S201: NO), the main CPU 41 determines whether the complete function is in the operation standby state (step S202). When the complete function is in the operation standby state (step S202: YES), the main CPU 41 ends the second specific number of balls counting process.
[0156] When the complete function is not in the operation standby state (step S202: NO), the main CPU 41 adds the newly given number of prize balls to the specific number of balls stored in the main RAM 43 and updates it (step S203). Next, the main CPU 41 determines whether the specific number of balls after being updated in step S203 has reached the upper limit number (step S204). When the specific number of balls has not reached the upper limit number (step S204: NO), the main CPU 41 stores a specific number of balls command corresponding to the updated specific number of balls in the output buffer (step S205). When the process of step S205 ends, the main CPU 41 ends the second specific number of balls counting process.
[0157] When the specific number of balls has reached the upper limit (step S204: YES), the main CPU 41 determines whether a jackpot game is in progress (step S206). If a jackpot game is in progress (step S206: YES), the main CPU 41 waits for the complete function to activate (step S207). As an example, the main CPU 41 updates the complete function standby flag stored in the main RAM 43 so that it can identify that it is waiting for the complete function to activate. As an example, the main CPU 41 stores a control command (hereinafter referred to as an activation standby command) that can identify that it is waiting for the complete function to activate in the output buffer. Then, the main CPU 41 ends the second specific ball number counting process.
[0158] If a jackpot game is not in progress (step S206: NO), the main CPU 41 activates the complete function (step S208). As an example, the main CPU 41 updates the complete function activation flag stored in the main RAM 43 so that it can identify that the complete function is in operation. As an example, the main CPU 41 stores a control command (hereinafter referred to as an activation command) that can identify that the complete function is in operation in the output buffer. Then, the main CPU 41 ends the second specific ball number counting process. As an example, while waiting for the complete function to activate, if the main CPU 41 ends the jackpot game, it activates the complete function. That is, the main CPU 41 updates the complete function activation flag stored in the main RAM 43 so that it can identify that the complete function is in operation and stores the activation command in the output buffer.
[0159] As an example, during the operation of the complete function, the main CPU 41 restricts the execution of the game in the gaming machine (hereinafter referred to as game stop). That is, when the specific number of balls reaches the upper limit, the execution of the game in the pachinko gaming machine 10 is restricted. As an example, during the operation of the complete function, the main CPU 41 does not execute special symbol input processing, special symbol start processing, jackpot game processing, normal symbol input processing, normal symbol start processing, normal win game processing, and prize ball payout processing. That is, during game stop, in the pachinko gaming machine 10, even if game balls enter the first start port 12 and the second start port 13, the holding conditions for the special game are not satisfied. Also, during game stop, in the pachinko gaming machine 10, even if game balls enter the first start port 12, the second start port 13, the first big winning port 14, and the second big winning port 15, no prize balls are paid out. Also, during game stop, in the pachinko gaming machine 10, even if a game ball enters the gate port 17a, the holding conditions for the normal game are not satisfied. Also, during game stop, in the pachinko gaming machine 10, no new special game is executed. Also, during game stop, in the pachinko gaming machine 10, no new normal game is executed. Also, during game stop, in the pachinko gaming machine 10, no new jackpot game is executed. Also, during game stop, in the pachinko gaming machine 10, no new normal win game is executed. On the other hand, as an example, during the operation of the complete function, the main CPU 41 executes a part of the main error processing. For example, the main CPU 41 can execute processing related to payout errors in the main error processing, while not executing processing related to illegal winning errors. Thereby, the main CPU 41 can detect a payout error even when the execution of the game in the gaming machine is restricted. That is, during game stop, in the pachinko gaming machine 10, a payout error may be set, while an illegal winning error is never set. Also, during game stop, in the pachinko gaming machine 10, the setting of the payout error may be canceled, while the setting of the illegal winning error cannot be canceled. Also, as an example, during the operation of the complete function, the main CPU 41 executes base counting processing. That is, during game stop, in the pachinko gaming machine 10, the display of the base value on the base display device 45 is permitted.
[0160] As an example, the specific number of balls is information that is initialized regardless of whether the RAM clear switch 46 is operated when power supply is started (hereinafter referred to as non-backup information), while the complete function operation flag and the complete function standby flag are backup information. Therefore, until the specific number of balls reaches the upper limit number, the power supply is cut off, and then when the power supply is started, the specific number of balls is initialized even if the RAM clear switch 46 is not operated. That is, the main CPU 41 counts the specific number of balls based on the number of prize balls awarded after the power supply is started and the number of balls used in the game after the power supply is started. Therefore, until the specific number of balls reaches the upper limit number, the power supply is cut off, and then when the power supply is started, the conditions related to the operation of the complete function are initialized even if the RAM clear switch 46 is not operated. On the other hand, after the specific number of balls reaches the upper limit number, the power supply is cut off, and then when the power supply is started, if the RAM clear switch 46 is not operated, the conditions related to the operation of the complete function are not initialized. That is, after the specific number of balls reaches the upper limit number, the power supply is cut off, and then when the power supply is started, if the RAM clear switch 46 is not operated, the operation state of the complete function or the standby state for the operation of the complete function is restored. At this time, as an example, the main CPU 41 stores an operation command or an operation standby command in the output buffer according to whether it is in the operation state of the complete function or the standby state for the operation of the complete function. The operation state of the complete function and the standby state for the operation of the complete function are released when the power supply is cut off and then when the power supply is started if the RAM clear switch 46 is operated. The main CPU 41 that counts the specific number of balls corresponds to the counting means.
[0161] Next, the display priorities of the various images will be described. As an example, the display priorities of the various images are determined by the layers on which the various images are arranged. As an example, the various images may arbitrarily change their display modes. For this reason, one image and another image may have the same display position in part or in whole (part or all of the display may overlap), or may be different (not all of the display needs to overlap). For this reason, in the present embodiment, the priority of the layer is defined as the display priority of the various images.
[0162] As shown in FIG. 18, as an example, the layers include a first layer, a second layer, a third layer, a fourth layer, a fifth layer, a sixth layer, a seventh layer, an eighth layer, a ninth layer, a tenth layer, an eleventh layer, a twelfth layer, a thirteenth layer, a fourteenth layer, a fifteenth layer, a sixteenth layer, a seventeenth layer, an eighteenth layer, and a nineteenth layer.
[0163] As an example, the display priorities of the layers are determined in descending order as the first layer, the second layer, the third layer, the fourth layer, the fifth layer, the sixth layer, the seventh layer, the eighth layer, the ninth layer, the tenth layer, the eleventh layer, the twelfth layer, the thirteenth layer, the fourteenth layer, the fifteenth layer, the sixteenth layer, the seventeenth layer, the eighteenth layer, and the nineteenth layer.
[0164] As an example, a payout error image Hg can be arranged on the first layer. As an example, a special image Gcp can be arranged on the second layer. As an example, a reserved number image Gn and a second effect symbol EZ2 can be arranged on the third layer. As an example, a second right-hit image Gm2 can be arranged on the fourth layer. As an example, an illegal winning error image Fg can be arranged on the fifth layer. As an example, a customization image Cg and a round number image Gr2 can be arranged on the sixth layer. As an example, a first specific value image Tg1 and a second specific value image Tg2 can be arranged on the seventh layer. As an example, a reserved game image Gh and a variable game image Gg can be arranged on the eighth layer. As an example, a variable number image Gt and a remaining number image Gz can be arranged on the ninth layer. As an example, a left-hit image Gl and a first right-hit image Gm1 can be arranged on the tenth layer. As an example, a first effect symbol EZ1 can be arranged on the eleventh layer. As an example, a pre-reach effect image Gb and a cut-in image Gc can be arranged on the twelfth layer. As an example, a specific image Sg can be arranged on the thirteenth layer. As an example, a demonstration image Dg, a warning image Ng1, and an SR effect image Gs can be arranged on the fourteenth layer. As an example, a type image Gr3 can be arranged on the fifteenth layer. As an example, a ball output image Gd can be arranged on the sixteenth layer. As an example, a passing image Gr5 can be arranged on the seventeenth layer. As an example, a specific round image Gr4, a consecutive dealer number image Rg, a warning image Ng2, and a return image Gp2 can be arranged on the eighteenth layer. As an example, an opening image Go, a round image Gr1, an ending image Ge, and a supply start image Gp1 can be arranged on the nineteenth layer.
[0165] That is, the payout error image Hg has a higher display priority than the special image Gcp. Also, the special image Gcp has a higher display priority than the hold count image Gn and the second effect symbol EZ2. Also, the hold count image Gn and the second effect symbol EZ2 have a higher display priority than the second right hit image Gm2. Also, the second right hit image Gm2 has a higher display priority than the illegal winning error image Fg. Also, the illegal winning error image Fg has a higher display priority than the customization image Cg and the round number image Gr2. Also, the customization image Cg and the round number image Gr2 have a higher display priority than the first specific value image Tg1 and the second specific value image Tg2. Also, the first specific value image Tg1 and the second specific value image Tg2 have a higher display priority than the hold game image Gh and the variable game image Gg. Also, the hold game image Gh and the variable game image Gg have a higher display priority than the variable count image Gt and the remaining count image Gz. Also, the variable count image Gt and the remaining count image Gz have a higher display priority than the left hit image Gl and the first right hit image Gm1. Also, the left hit image Gl and the first right hit image Gm1 have a higher display priority than the first effect symbol EZ1. Also, the first effect symbol EZ1 has a higher display priority than the pre-reach effect image Gb, the SR effect image Gs, and the cut-in image Gc. Also, the pre-reach effect image Gb, the SR effect image Gs, and the cut-in image Gc have a higher display priority than the specific image Sg. Also, the specific image Sg has a higher display priority than the demonstration image Dg and the warning image Ng1. Also, the demonstration image Dg and the warning image Ng1 have a higher display priority than the type image Gr3. Also, the type image Gr3 has a higher display priority than the winning ball image Gd. Also, the winning ball image Gd has a higher display priority than the passing image Gr5. Also, the passing image Gr5 has a higher display priority than the specific round image Gr4, the consecutive dealer count image Rg, the warning image Ng2, and the return image Gp2. Also, the specific round image Gr4, the consecutive dealer count image Rg, the warning image Ng2, and the return image Gp2 have a higher display priority than the opening image Go, the round image Gr1, the ending image Ge, and the supply start image Gp1.
[0166] Next, the control for displaying the above various images will be described. As an example, when power supply is started, the sub-CPU 51 controls the effect display device EH to display the power supply start image Gp1 for a certain period of time. As an example, when a return command is input, the sub-CPU 51 controls the effect display device EH to display the return image Gp2 for a certain period of time. Note that, as an example, when an initialization command is input, the sub-CPU 51 may control the effect display device EH to display a display content that can specify that a part of the backup information has been initialized.
[0167] As an example, when a payout error setting command is input, the sub-CPU 51 controls the effect display device EH to display the payout error image Hg. As an example, when a payout error cancellation command is input, the sub-CPU 51 controls the effect display device EH to end the display of the payout error image Hg. As an example, when an illegal winning error setting command is input, the sub-CPU 51 controls the effect display device EH to display the illegal winning error image Fg. As an example, when an illegal winning error cancellation command is input, the sub-CPU 51 controls the effect display device EH to end the display of the illegal winning error image Fg.
[0168] As an example, when a standby command is input, the sub-CPU 51 updates the progress part information stored in the sub-RAM 53 so that it can be specified that the progress part of the gaming machine is the standby part. As an example, when a standby command is input, the sub-CPU 51 controls the effect display device EH to stop displaying the first effect symbol EZ1. As an example, when a standby command is input, the sub-CPU 51 controls the effect display device EH to stop displaying the second effect symbol EZ2.
[0169] As an example, when the progress part of the gaming machine is the standby part, when the sub-CPU 51 detects a change operation of the volume of the pachinko gaming machine 10, the sub-CPU 51 controls the effect display device EH to display the first specific value image Tg1 for a certain period of time. As an example, when the sub-CPU 51 determines that a change operation to decrease the volume of the pachinko gaming machine 10 has been performed, the sub-CPU 51 controls the volume of the pachinko gaming machine 10 to decrease by one step, and controls the effect display device EH to display the first specific value image Tg1 that can specify the level of the volume after the change for a certain period of time. As an example, when the sub-CPU 51 detects, based on the operation signal of the left button JBl, that the left button JBl has been operated, the sub-CPU 51 determines that a change operation to decrease the volume of the pachinko gaming machine 10 has been performed. As an example, when the sub-CPU 51 determines that a change operation to increase the volume of the pachinko gaming machine 10 has been performed, the sub-CPU 51 controls the volume of the pachinko gaming machine 10 to increase by one step, and controls the effect display device EH to display the first specific value image Tg1 that can specify the level of the volume after the change for a certain period of time. As an example, when the sub-CPU 51 detects, based on the operation signal of the right button JBr, that the right button JBr has been operated, the sub-CPU 51 determines that a change operation to increase the volume of the pachinko gaming machine 10 has been performed. As an example, when the progress part of the gaming machine is the standby part, when the sub-CPU 51 detects a change operation of the light quantity of the pachinko gaming machine 10, the sub-CPU 51 controls the effect display device EH to display the second specific value image Tg2 for a certain period of time. As an example, when the sub-CPU 51 determines that a change operation to weaken the light quantity of the pachinko gaming machine 10 has been performed, the sub-CPU 51 controls the light quantity of the pachinko gaming machine 10 to weaken by one step, and controls the effect display device EH to display the second specific value image Tg2 that can specify the level of the light quantity after the change for a certain period of time. As an example, when the sub-CPU 51 detects, based on the operation signal of the lower button JBd, that the lower button JBd has been operated, the sub-CPU 51 determines that a change operation to weaken the light quantity of the pachinko gaming machine 10 has been performed. As an example, when the sub-CPU 51 determines that a change operation to strengthen the light quantity of the pachinko gaming machine 10 has been performed, the sub-CPU 51 controls the light quantity of the pachinko gaming machine 10 to strengthen by one step, and controls the effect display device EH to display the second specific value image Tg2 that can specify the level of the light quantity after the change for a certain period of time.As an example, when the sub-CPU 51 detects that the upper button JBu has been operated based on the operation signal of the upper button JBu, it determines that a change operation to increase the light amount of the pachinko gaming machine 10 has been performed. As an example, when the progress part of the gaming machine is in the standby part, when the sub-CPU 51 detects a customization operation of the effect executed in the pachinko gaming machine 10, it controls the effect display device EH to display the customization image Cg for a certain period of time. As an example, when the sub-CPU 51 detects that the effect button BT has been operated based on the operation signal of the effect button BT, it determines that a customization operation has been performed. As an example, when the sub-CPU 51 detects a customization operation during the period when the customization image Cg is being displayed, it changes the setting regarding the selected item. As an example, when the sub-CPU 51 detects that the cross button JB has been operated based on the operation signal of the cross button JB during the period when the customization image Cg is being displayed, it changes the selected item according to the operation mode of the cross button JB.
[0170] As an example, when a predetermined demo waiting time (for example, 1 minute) has elapsed after the progress part of the gaming machine has shifted to the standby part, the sub-CPU 51 controls the effect display device EH to display the demonstration image Dg for a certain period of time. As an example, when the display of the demonstration image Dg ends, the sub-CPU 51 controls the effect display device EH to display the attention-grabbing image Ng1 for a certain period of time. As an example, when the demo waiting time has elapsed after the display of the attention-grabbing image Ng1 ends, the sub-CPU 51 controls the effect display device EH to display the demonstration image Dg again for a certain period of time.
[0171] As an example, when the sub-CPU 51 receives a state designation command, it updates the game state information stored in the sub-RAM 53 so as to be able to identify the game state specified from the state designation command. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability non-time-short state, it determines whether the previous game state was the low-probability time-short state or the high-probability time-short state. When the previous game state was the low-probability time-short state or the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to display the left-hit image Gl for a certain period of time when the progress part of the gaming machine is not the big-win part. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability non-time-short state, the sub-CPU 51 controls the effect display device EH to display the variation count image Gt when the progress part of the gaming machine is not the big-win part. As an example, when the progress part of the gaming machine shifts to the big-win part, the sub-CPU 51 controls the effect display device EH to end the display of the variation count image Gt. As an example, when the sub-CPU 51 is newly controlled to the low-probability time-short state or the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to end the display of the variation count image Gt.
[0172] As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability short-time state, the sub-CPU 51 controls the effect display device EH to display the remaining number of times image Gz. As an example, when the progress part of the gaming machine shifts to the big win part, the sub-CPU 51 controls the effect display device EH to end the display of the remaining number of times image Gz. As an example, when the sub-CPU 51 is newly controlled to the low-probability non-short-time state, the high-probability non-short-time state, or the high-probability short-time state, the sub-CPU 51 controls the effect display device EH to end the display of the remaining number of times image Gz. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability short-time state, the sub-CPU 51 controls the effect display device EH to display the out ball image Gd. As an example, when the progress part of the gaming machine shifts to the big win part, the sub-CPU 51 controls the effect display device EH to end the display of the out ball image Gd. As an example, when the sub-CPU 51 is newly controlled to the low-probability non-short-time state or the high-probability non-short-time state, the sub-CPU 51 controls the effect display device EH to end the display of the out ball image Gd. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability short-time state, the sub-CPU 51 determines whether the previous gaming state was the low-probability non-short-time state or the high-probability non-short-time state. If the previous gaming state was the low-probability non-short-time state or the high-probability non-short-time state, the sub-CPU 51 controls the effect display device EH to display the first right hit image Gm1 for a certain period of time. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the low-probability short-time state, the sub-CPU 51 controls the effect display device EH to display the second right hit image Gm2. As an example, when the sub-CPU 51 is newly controlled to the low-probability non-short-time state or the high-probability non-short-time state, the sub-CPU 51 controls the effect display device EH to end the display of the second right hit image Gm2.
[0173] As an example, when the sub-CPU 51 identifies that it has newly been controlled to the high-probability non-time-short state, the sub-CPU 51 controls the effect display device EH to display the variable count image Gt. As an example, when the progress part of the gaming machine shifts to the big win part, the sub-CPU 51 controls the effect display device EH to end the display of the variable count image Gt. As an example, when the sub-CPU 51 is newly controlled to the low-probability time-short state or the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to end the display of the variable count image Gt. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the high-probability non-time-short state, the sub-CPU 51 determines whether the previous gaming state was the low-probability time-short state or the high-probability time-short state. If the previous gaming state was the low-probability time-short state or the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to display the left hit image Gl for a certain period of time.
[0174] As an example, when the sub-CPU 51 identifies that it has newly been controlled to the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to display the ball output image Gd. As an example, when the progress part of the gaming machine shifts to the big win part, the sub-CPU 51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the sub-CPU 51 is newly controlled to the low-probability non-time-short state or the high-probability non-time-short state, the sub-CPU 51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the high-probability time-short state, the sub-CPU 51 determines whether the previous gaming state was the low-probability non-time-short state or the high-probability non-time-short state. If the previous gaming state was the low-probability non-time-short state or the high-probability non-time-short state, the sub-CPU 51 controls the effect display device EH to display the first right hit image Gm1 for a certain period of time. As an example, when the sub-CPU 51 identifies that it has newly been controlled to the high-probability time-short state, the sub-CPU 51 controls the effect display device EH to display the second right hit image Gm2. As an example, when the sub-CPU 51 is newly controlled to the low-probability non-time-short state or the high-probability non-time-short state, the sub-CPU 51 controls the effect display device EH to end the display of the second right hit image Gm2.
[0175] As an example, when the progress part of the gaming machine is a variable part, when the sub-CPU 51 detects a volume change operation of the pachinko gaming machine 10, the sub-CPU 51 controls the effect display device EH to display the first specific value image Tg1 for a certain period of time. As an example, when the progress part of the gaming machine is a variable part, when the sub-CPU 51 detects a light quantity change operation of the pachinko gaming machine 10, the sub-CPU 51 controls the effect display device EH to display the second specific value image Tg2 for a certain period of time. As an example, when the progress part of the gaming machine is a variable part, when the sub-CPU 51 detects a customization operation of the effect executed in the pachinko gaming machine 10, the sub-CPU 51 controls the effect display device EH to display the customization image Cg for a certain period of time.
[0176] As an example, when the progress part of the gaming machine is a variable part, the sub-CPU 51 controls the effect display device EH to display various images according to the variable pattern of the variable game being executed. As an example, the sub-CPU 51 controls the effect display device EH to display the pre-reach effect image Gb for a certain period of time based on the variable pattern of the variable game being executed. For example, when the sub-CPU 51 conducts a preview lottery based on the variable pattern of the variable game being executed and determines to display the pre-reach effect image Gb by the preview lottery, the sub-CPU 51 controls the effect display device EH to display the pre-reach effect image Gb for a certain period of time in the period before the reach is formed. As an example, the sub-CPU 51 controls the effect display device EH to display the SR effect image Gs for a certain period of time based on the variable pattern of the variable game being executed. For example, when the sub-CPU 51 specifies the effect content including the SR effect from the variable pattern of the variable game being executed, the sub-CPU 51 controls the effect display device EH to display the SR effect image Gs for a certain period of time at the timing of developing from the NR effect to the SR effect. As an example, the sub-CPU 51 controls the effect display device EH to display the cut-in image Gc for a certain period of time based on the variable pattern of the variable game being executed. For example, when the sub-CPU 51 specifies the effect content including the SR effect from the variable pattern of the variable game being executed, the sub-CPU 51 controls the effect display device EH to display the cut-in image Gc for a certain period of time during the execution period of the SR effect.
[0177] As an example, when the progress part of the gaming machine is a big win part, the sub CPU 51 controls the effect display device EH to display the second right-hit image Gm2. As an example, when the progress part of the gaming machine is a big win part, the sub CPU 51 controls the effect display device EH to display the opening image Go during the opening period. As an example, when the progress part of the gaming machine is the first big win part, the sub CPU 51 controls the effect display device EH to display the first right-hit image Gm1 during the opening period. As an example, when the progress part of the gaming machine is the second big win part, the sub CPU 51 controls the effect display device EH to display the consecutive winning times image Rg during the opening period.
[0178] As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the round image Gr1 during the round period. As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the round number image Gr2 during the round period. As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 updates the round number image Gr2 so that the current round number can be specified every time a new round game is started. As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the type image Gr3 corresponding to the big win symbol combination derived in the immediately preceding executed effect game during the round period. As an example, when the progress part of the gaming machine is a big win part, if the ongoing big win game is the first big win game, the sub-CPU 51 controls the effect display device EH to display the specific round image Gr4 during the period until the game ball passes through a specific area during the execution of the specific round game. As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the passing image Gr5 during the period from when the game ball passes through the specific area until the end of the round period. As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the ball output image Gd during the round period.
[0179] As an example, when the progress part of the gaming machine is a big win part, the sub-CPU 51 controls the effect display device EH to display the ending image Ge during the ending period. As an example, when the progress part of the gaming machine is the first big win part, the sub-CPU 51 controls the effect display device EH to display the attention-arousing image Ng2 during the ending period.
[0180] As an example, when the sub-CPU 51 receives a specific number of balls command, it identifies the specific number of balls from the specific number of balls command. As an example, when the sub-CPU 51 is not displaying the specific image Sg and the specific number of balls has reached a specific number, it controls the effect display device EH to display the specific image Sg. As an example, the sub-CPU 51 determines whether the specific image Sg is being displayed based on the display completed information stored in the sub-RAM 53. The display completed information is information that can identify whether the specific image Sg has been displayed. As an example, when the sub-CPU 51 controls the effect display device EH to display the specific image Sg, it updates the display completed information so that it can identify that the specific image Sg has been displayed. As an example, when the sub-CPU 51 newly displays the specific image Sg, it controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 that make up the specific image Sg in the normal display mode.
[0181] As an example, when the sub-CPU 51 is displaying the specific image Sg and the specific number of balls reaches a first specified number that is greater than the specific number, it controls the effect display device EH to display the first unit image Mgt1 in a specific display mode and display the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in the normal display mode. As an example, the first specified number is a number that is greater than the specific number by a first number. As an example, the first specified number is 91,000. As an example, the first number is 1,000. That is, as an example, the first number is a number that is smaller than the expected number of balls in a predetermined big win game. As an example, when the sub-CPU 51 is displaying the specific image Sg and the specific number of balls reaches a second specified number that is greater than the first specified number, it controls the effect display device EH to display the first unit image Mgt1 and the second unit image Mgt2 in a specific display mode and display the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in the normal display mode. As an example, the second specified number is a number that is greater than the first specified number by a first number. As an example, the second specified number is 92,000.
[0182] As an example, when the sub-CPU 51 is displaying the specific image Sg and the specific number of balls reaches a third specified number that is larger than the second specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, and the third unit image Mgt3 in a specific display mode, and to display the fourth unit image Mgt4 and the fifth unit image Mgt5 in a normal display mode. As an example, the third specified number is a number that is larger than the second specified number by a first number. As an example, the third specified number is 93,000. As an example, when the sub-CPU 51 is displaying the specific image Sg and the specific number of balls reaches a fourth specified number that is larger than the third specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, and the fourth unit image Mgt4 in a specific display mode, and to display the fifth unit image Mgt5 in a normal display mode. As an example, the fourth specified number is a number that is larger than the third specified number by a first number. As an example, the fourth specified number is 94,000. As an example, during the display of the specific image Sg, when the sub-CPU 51 receives an operation standby command, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a specific display mode. As an example, during the display of the specific image Sg, when the sub-CPU 51 receives an operation standby command, the sub-CPU 51 controls the effect display device EH to display the message image Mg in a specific display mode. As an example, during the display of the specific image Sg, when the sub-CPU 51 receives an operation standby command, the sub-CPU 51 updates the complete function status information stored in the sub-RAM 53 so as to be able to specify that the complete function is in an operation standby state. As an example, the complete function status information is information that can specify whether the complete function is in an operating state, an operation standby state, or a state where it is not in either state (hereinafter referred to as a non-operating state). As an example, when the sub-CPU 51 receives an operation command, the sub-CPU 51 controls the effect display device EH to display the special image Gcp. As an example, the sub-CPU 51 continuously displays the special image Gcp until the power supply is cut off.As an example, while the specific image Sg is being displayed, when an operation command is input, the sub-CPU 51 updates the complete function status information stored in the sub-RAM 53 so as to be able to specify that the complete function is in an operating state.
[0183] As an example, when the sub-CPU 51 is in a non-operating state of the complete function while the specific image Sg is being displayed, when the specific number of balls reaches (decreases to) a fifth specified number smaller than the fourth specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, and the third unit image Mgt3 in a specific display mode, and to display the fourth unit image Mgt4 and the fifth unit image Mgt5 in a normal display mode. As an example, the fifth specified number is a number smaller than the fourth specified number by a second number. As an example, the second number is the same as the first number. That is, as an example, the fifth specified number is the same as the third specified number. As an example, the fifth specified number is 93,000. As an example, when the sub-CPU 51 is in a non-operating state of the complete function while the specific image Sg is being displayed, when the specific number of balls reaches (decreases to) a sixth specified number smaller than the fifth specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1 and the second unit image Mgt2 in a specific display mode, and to display the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the sixth specified number is a number smaller than the fifth specified number by a second number. That is, as an example, the sixth specified number is the same as the second specified number. As an example, the sixth specified number is 92,000.
[0184] As an example, when the sub-CPU 51 is in the inoperative state of the complete function during the display of the specific image Sg, when the specific number of balls reaches (decreases to) a seventh specified number smaller than the sixth specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1 in a specific display mode and display the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the seventh specified number is a number smaller than the sixth specified number by a second number. That is, as an example, the seventh specified number is the same as the first specified number. As an example, the seventh specified number is 91,000. As an example, when the sub-CPU 51 is in the inoperative state of the complete function during the display of the specific image Sg, when the specific number of balls reaches (decreases to) an eighth specified number smaller than the seventh specified number, the sub-CPU 51 controls the effect display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the eighth specified number is a number smaller than the seventh specified number by a second number. That is, as an example, the eighth specified number is the same as the specific number. As an example, the eighth specified number is 90,000. As an example, when the sub-CPU 51 is in the inoperative state of the complete function during the display of the specific image Sg, when the specific number of balls reaches (decreases to) an end number smaller than the eighth specified number, the sub-CPU 51 controls the effect display device EH to end the display of the specific image Sg. As an example, the end number is a number smaller than the eighth specified number by a second number. That is, the difference between the specific number (the eighth specified number) and the end number is the same as the second number. As an example, the end number is 89,000.
[0185] Hereinafter, the specific display modes of the effect display device EH in various situations will be described. The display mode of the effect display device EH when specific information is displayed on the effect display device EH when the progress part of the gaming machine is in the standby part will be described.
[0186] As shown in FIG. 19(a), when the progress part of the gaming machine is the standby part, the first effect symbol EZ1 and the specific image Sg may be displayed on the effect display device EH. When the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is the standby part, the first effect symbol EZ1 has a higher display priority than the specific image Sg. For this reason, when the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is the standby part, the first effect symbol EZ1 is displayed preferentially over the specific image Sg. When the progress part of the gaming machine is the standby part, the second effect symbol EZ2 and the specific image Sg may be displayed on the effect display device EH. When the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is the standby part, the second effect symbol EZ2 has a higher display priority than the specific image Sg. For this reason, when the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is the standby part, the second effect symbol EZ2 is displayed preferentially over the specific image Sg.
[0187] When the progress part of the gaming machine is in the standby part, on the effect display device EH, the first specific value image Tg1 and the specific image Sg may be displayed. When the first specific value image Tg1 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the display priority of the first specific value image Tg1 is higher than that of the specific image Sg. For this reason, when the first specific value image Tg1 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the first specific value image Tg1 is displayed preferentially over the specific image Sg. When the progress part of the gaming machine is in the standby part, on the effect display device EH, the second specific value image Tg2 and the specific image Sg may be displayed. When the second specific value image Tg2 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the display priority of the second specific value image Tg2 is higher than that of the specific image Sg. For this reason, when the second specific value image Tg2 and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the second specific value image Tg2 is displayed preferentially over the specific image Sg.
[0188] As shown in FIG. 19(b), when the progress part of the gaming machine is in the standby part, on the effect display device EH, the customized image Cg and the specific image Sg may be displayed. When the customized image Cg and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the display priority of the customized image Cg is higher than that of the specific image Sg. For this reason, when the customized image Cg and the specific image Sg are displayed on the effect display device EH when the progress part of the gaming machine is in the standby part, the customized image Cg is displayed preferentially over the specific image Sg.
[0189] As shown in FIG. 19(c), when the progress part of the gaming machine is in the standby part, in the effect display device EH, a demonstration image Dg and a specific image Sg may be displayed. When the demonstration image Dg and the specific image Sg are displayed in the effect display device EH when the progress part of the gaming machine is in the standby part, the demonstration image Dg has a lower display priority than the specific image Sg. When the demonstration image Dg and the specific image Sg are displayed in the effect display device EH when the progress part of the gaming machine is in the standby part, the specific image Sg is displayed preferentially over the demonstration image Dg.
[0190] As shown in FIG. 19(d), when the progress part of the gaming machine is in the standby part, in the effect display device EH, a warning image Ng1 and a specific image Sg may be displayed. When the warning image Ng1 and the specific image Sg are displayed in the effect display device EH when the progress part of the gaming machine is in the standby part, the warning image Ng1 has a lower display priority than the specific image Sg. Therefore, when the warning image Ng1 and the specific image Sg are displayed in the effect display device EH when the progress part of the gaming machine is in the standby part, the specific image Sg is displayed preferentially over the warning image Ng1.
[0191] Incidentally, when the progress part of the gaming machine is in the standby part and the gaming state is in the low-probability non-time-short state, in the effect display device EH, a variation number image Gt and a specific image Sg may be displayed. When the variation number image Gt and the specific image Sg are displayed in the effect display device EH when the gaming state is in the low-probability non-time-short state and the progress part of the gaming machine is in the standby part, the variation number image Gt has a higher display priority than the specific image Sg. Therefore, when the variation number image Gt and the specific image Sg are displayed in the effect display device EH when the gaming state is in the low-probability non-time-short state and the progress part of the gaming machine is in the standby part, the variation number image Gt is displayed preferentially over the specific image Sg.
[0192] Also, when the progress part of the gaming machine is in the standby part, if the gaming state is the low-probability short state, on the effect display device EH, the remaining number of times image Gz and the specific image Sg may be displayed. When the gaming state is the low-probability short state and the progress part of the gaming machine is in the standby part, when the remaining number of times image Gz and the specific image Sg are displayed on the effect display device EH, the remaining number of times image Gz has a higher display priority than the specific image Sg. For this reason, when the gaming state is the low-probability short state and the progress part of the gaming machine is in the standby part, when the remaining number of times image Gz and the specific image Sg are displayed on the effect display device EH, the remaining number of times image Gz is displayed preferentially over the specific image Sg. Also, when the progress part of the gaming machine is in the standby part, if the gaming state is the low-probability short state, on the effect display device EH, the out ball image Gd and the specific image Sg may be displayed. When the gaming state is the low-probability short state and the progress part of the gaming machine is in the standby part, when the out ball image Gd and the specific image Sg are displayed on the effect display device EH, the out ball image Gd has a higher display priority than the specific image Sg. For this reason, when the gaming state is the low-probability short state and the progress part of the gaming machine is in the standby part, when the out ball image Gd and the specific image Sg are displayed on the effect display device EH, the out ball image Gd is displayed preferentially over the specific image Sg.
[0193] Also, when the progress part of the gaming machine is in the standby part, if the gaming state is the high-probability non-short state, on the effect display device EH, the variable number of times image Gt and the specific image Sg may be displayed. When the gaming state is the high-probability non-short state and the progress part of the gaming machine is in the standby part, when the variable number of times image Gt and the specific image Sg are displayed on the effect display device EH, the variable number of times image Gt has a higher display priority than the specific image Sg. For this reason, when the gaming state is the high-probability non-short state and the progress part of the gaming machine is in the standby part, when the variable number of times image Gt and the specific image Sg are displayed on the effect display device EH, the variable number of times image Gt is displayed preferentially over the specific image Sg.
[0194] Also, when the progress part of the gaming machine is in the standby part, if the gaming state is the high-probability short state, on the effect display device EH, the out-ball image Gd and the specific image Sg may be displayed. When the gaming state is the high-probability short state and the progress part of the gaming machine is in the standby part, when the out-ball image Gd and the specific image Sg are displayed on the effect display device EH, the display priority of the out-ball image Gd is higher than that of the specific image Sg. Therefore, when the gaming state is the high-probability short state and the progress part of the gaming machine is in the standby part, when the out-ball image Gd and the specific image Sg are displayed on the effect display device EH, the out-ball image Gd is displayed preferentially over the specific image Sg.
[0195] The display mode of the effect display device EH when specific information is displayed on the effect display device EH when the gaming state is the low-probability non-short state and the progress part of the gaming machine is the variable part will be described.
[0196] As shown in FIG. 20(a), when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 and the specific image Sg may be displayed on the effect display device EH. When the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH, the first effect symbol EZ1 has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH, the first effect symbol EZ1 is displayed preferentially over the specific image Sg. When the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 and the specific image Sg may be displayed on the effect display device EH. When the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH, the second effect symbol EZ2 has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH, the second effect symbol EZ2 is displayed preferentially over the specific image Sg.
[0197] When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, the first specific value image Tg1 and the specific image Sg may be displayed on the effect display device EH. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and when the first specific value image Tg1 and the specific image Sg are displayed on the effect display device EH, the first specific value image Tg1 has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and when the first specific value image Tg1 and the specific image Sg are displayed on the effect display device EH, the first specific value image Tg1 is displayed prior to the specific image Sg. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, the second specific value image Tg2 and the specific image Sg may be displayed on the effect display device EH. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and when the second specific value image Tg2 and the specific image Sg are displayed on the effect display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and when the second specific value image Tg2 and the specific image Sg are displayed on the effect display device EH, the second specific value image Tg2 is displayed prior to the specific image Sg.
[0198] When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the held game image Gh and the specific image Sg may be displayed. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh is displayed preferentially over the specific image Sg. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the variable game image Gg and the specific image Sg may be displayed. When the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg is displayed preferentially over the specific image Sg.
[0199] When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, on the effect display device EH, the hold number image Gn and the specific image Sg may be displayed. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the hold number image Gn and the specific image Sg are displayed, the hold number image Gn has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the hold number image Gn and the specific image Sg are displayed, the hold number image Gn is displayed prior to the specific image Sg. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, on the effect display device EH, the variation number image Gt and the specific image Sg may be displayed. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the variation number image Gt and the specific image Sg are displayed, the variation number image Gt has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the variation number image Gt and the specific image Sg are displayed, the variation number image Gt is displayed prior to the specific image Sg.
[0200] As shown in FIG. 20(b), when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, on the effect display device EH, the pre-reach effect image Gb and the specific image Sg may be displayed. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the pre-reach effect image Gb and the specific image Sg are displayed, the pre-reach effect image Gb has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the pre-reach effect image Gb and the specific image Sg are displayed, the pre-reach effect image Gb is displayed prior to the specific image Sg.
[0201] As shown in FIG. 20(c), when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the customized image Cg and the specific image Sg may be displayed. When the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg is displayed preferentially over the specific image Sg.
[0202] As shown in FIG. 20(d), when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the SR effect image Gs and the specific image Sg may be displayed. When the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the SR effect image Gs has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability non-time-shortening state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the SR effect image Gs is displayed preferentially over the specific image Sg.
[0203] As shown in FIG. 20(e), when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, the cut-in image Gc and the specific image Sg may be displayed. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc is displayed preferentially over the specific image Sg.
[0204] As shown in FIG. 20(f), when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, the left-hit image Gl and the specific image Sg may be displayed. When the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the left-hit image Gl and the specific image Sg are displayed in the effect display device EH, the left-hit image Gl has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the left-hit image Gl and the specific image Sg are displayed in the effect display device EH, the left-hit image Gl is displayed preferentially over the specific image Sg.
[0205] The display mode of the effect display device EH when specific information is displayed in the effect display device EH when the game state is the low-probability short-time state and the progress part of the gaming machine is the variable part will be described.
[0206] As shown in FIGS. 21(a) and 21(b), when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 and the specific image Sg may be displayed on the effect display device EH. When the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 has a higher display priority than the specific image Sg. Therefore, when the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 is displayed prior to the specific image Sg. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 and the specific image Sg may be displayed on the effect display device EH. When the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 has a higher display priority than the specific image Sg. Therefore, when the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 is displayed prior to the specific image Sg.
[0207] When the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, in the effect display device EH, the first specific value image Tg1 and the specific image Sg may be displayed. When the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, and in the effect display device EH, when the first specific value image Tg1 and the specific image Sg are displayed, the first specific value image Tg1 has a higher display priority than the specific image Sg. For this reason, when the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, and in the effect display device EH, when the first specific value image Tg1 and the specific image Sg are displayed, the first specific value image Tg1 is displayed prior to the specific image Sg. When the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, in the effect display device EH, the second specific value image Tg2 and the specific image Sg may be displayed. When the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, and in the effect display device EH, when the second specific value image Tg2 and the specific image Sg are displayed, the second specific value image Tg2 has a higher display priority than the specific image Sg. For this reason, when the game state is in the low-probability short state and the progress part of the gaming machine is a variable part, and in the effect display device EH, when the second specific value image Tg2 and the specific image Sg are displayed, the second specific value image Tg2 is displayed prior to the specific image Sg.
[0208] When the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, on the effect display device EH, the held game image Gh and the specific image Sg may be displayed. When the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh has a higher display priority than the specific image Sg. For this reason, when the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh is displayed preferentially over the specific image Sg. When the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, on the effect display device EH, the variable game image Gg and the specific image Sg may be displayed. When the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg has a higher display priority than the specific image Sg. For this reason, when the game state is in the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg is displayed preferentially over the specific image Sg.
[0209] When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, on the effect display device EH, the hold number image Gn and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the hold number image Gn and the specific image Sg are displayed, the hold number image Gn has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the hold number image Gn and the specific image Sg are displayed, the hold number image Gn is displayed prior to the specific image Sg. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, on the effect display device EH, the remaining number image Gz and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the remaining number image Gz and the specific image Sg are displayed, the remaining number image Gz has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the remaining number image Gz and the specific image Sg are displayed, the remaining number image Gz is displayed prior to the specific image Sg.
[0210] When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, on the effect display device EH, the out ball image Gd and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the out ball image Gd and the specific image Sg are displayed, the out ball image Gd has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and on the effect display device EH, when the out ball image Gd and the specific image Sg are displayed, the out ball image Gd is displayed prior to the specific image Sg.
[0211] When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the first right-hit image Gm1 and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the first right-hit image Gm1 and the specific image Sg are displayed, the first right-hit image Gm1 has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the first right-hit image Gm1 and the specific image Sg are displayed, the first right-hit image Gm1 is displayed preferentially over the specific image Sg. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the second right-hit image Gm2 and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the second right-hit image Gm2 and the specific image Sg are displayed, the second right-hit image Gm2 has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the second right-hit image Gm2 and the specific image Sg are displayed, the second right-hit image Gm2 is displayed preferentially over the specific image Sg.
[0212] As shown in FIG. 21(c), when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the pre-reach effect image Gb and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the pre-reach effect image Gb and the specific image Sg are displayed, the pre-reach effect image Gb has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the pre-reach effect image Gb and the specific image Sg are displayed, the pre-reach effect image Gb is displayed preferentially over the specific image Sg.
[0213] As shown in FIG. 21(d), when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the customized image Cg and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg is displayed preferentially over the specific image Sg.
[0214] As shown in FIG. 21(e), when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the SR effect image Gs and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the SR effect image Gs has a lower display priority than the specific image Sg. Therefore, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the specific image Sg is displayed preferentially over the SR effect image Gs.
[0215] As shown in FIG. 21(f), when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, in the effect display device EH, the cut-in image Gc and the specific image Sg may be displayed. When the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. For this reason, when the game state is the low-probability short state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc is displayed preferentially over the specific image Sg.
[0216] The display mode of the effect display device EH when specific information is displayed in the effect display device EH when the game state is the high-probability non-short state and the progress part of the gaming machine is the variable part will be described.
[0217] As shown in FIG. 22(a), when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 and the specific image Sg may be displayed on the effect display device EH. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH, the first effect symbol EZ1 has a higher display priority than the specific image Sg. Therefore, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and the first effect symbol EZ1 and the specific image Sg are displayed on the effect display device EH, the first effect symbol EZ1 is displayed preferentially over the specific image Sg. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, the second effect symbol EZ2 and the specific image Sg may be displayed on the effect display device EH. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH, the second effect symbol EZ2 has a higher display priority than the specific image Sg. Therefore, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and the second effect symbol EZ2 and the specific image Sg are displayed on the effect display device EH, the second effect symbol EZ2 is displayed preferentially over the specific image Sg.
[0218] When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the first specific value image Tg1 and the specific image Sg may be displayed. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the first specific value image Tg1 and the specific image Sg are displayed, the first specific value image Tg1 has a higher display priority than the specific image Sg. For this reason, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the first specific value image Tg1 and the specific image Sg are displayed, the first specific value image Tg1 is displayed prior to the specific image Sg. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the second specific value image Tg2 and the specific image Sg may be displayed. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the second specific value image Tg2 and the specific image Sg are displayed, the second specific value image Tg2 has a higher display priority than the specific image Sg. For this reason, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the second specific value image Tg2 and the specific image Sg are displayed, the second specific value image Tg2 is displayed prior to the specific image Sg.
[0219] When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the held game image Gh and the specific image Sg may be displayed. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh has a higher display priority than the specific image Sg. Therefore, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the held game image Gh and the specific image Sg are displayed, the held game image Gh is displayed preferentially over the specific image Sg. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, in the effect display device EH, the variable game image Gg and the specific image Sg may be displayed. When the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the game state is the high-probability non-shortening state and the progress part of the gaming machine is the variable part, and in the effect display device EH, when the variable game image Gg and the specific image Sg are displayed, the variable game image Gg is displayed preferentially over the specific image Sg.
[0220] When the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, in the effect display device EH, the hold number image Gn and the specific image Sg may be displayed. When the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the hold number image Gn and the specific image Sg are displayed in the effect display device EH, the hold number image Gn has a higher display priority than the specific image Sg. For this reason, when the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the hold number image Gn and the specific image Sg are displayed in the effect display device EH, the hold number image Gn is displayed prior to the specific image Sg. When the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, in the effect display device EH, the variation number image Gt and the specific image Sg may be displayed. When the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the variation number image Gt and the specific image Sg are displayed in the effect display device EH, the variation number image Gt has a higher display priority than the specific image Sg. For this reason, when the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the variation number image Gt and the specific image Sg are displayed in the effect display device EH, the variation number image Gt is displayed prior to the specific image Sg.
[0221] As shown in FIG. 22(b), when the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, in the effect display device EH, the pre-reach effect image Gb and the specific image Sg may be displayed. When the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the pre-reach effect image Gb and the specific image Sg are displayed in the effect display device EH, the pre-reach effect image Gb has a higher display priority than the specific image Sg. For this reason, when the game state is a high-probability non-shortening state and the progress part of the gaming machine is a variable part, and when the pre-reach effect image Gb and the specific image Sg are displayed in the effect display device EH, the pre-reach effect image Gb is displayed prior to the specific image Sg.
[0222] As shown in FIG. 22(c), when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, the customized image Cg and the specific image Sg may be displayed. When the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the customized image Cg and the specific image Sg are displayed in the effect display device EH, the customized image Cg is displayed preferentially over the specific image Sg.
[0223] As shown in FIG. 22(d), when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, the SR effect image Gs and the specific image Sg may be displayed. When the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the SR effect image Gs has a lower display priority than the specific image Sg. Therefore, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the SR effect image Gs and the specific image Sg are displayed in the effect display device EH, the specific image Sg is displayed preferentially over the SR effect image Gs.
[0224] As shown in FIG. 22(e), when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, a cut-in image Gc and a specific image Sg may be displayed. When the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. For this reason, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the cut-in image Gc and the specific image Sg are displayed in the effect display device EH, the cut-in image Gc is displayed preferentially over the specific image Sg.
[0225] As shown in FIG. 22(f), when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, in the effect display device EH, a left-hit image Gl and a specific image Sg may be displayed. When the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the left-hit image Gl and the specific image Sg are displayed in the effect display device EH, the left-hit image Gl has a higher display priority than the specific image Sg. For this reason, when the game state is the high-probability non-short-time state and the progress part of the gaming machine is the variable part, and when the left-hit image Gl and the specific image Sg are displayed in the effect display device EH, the left-hit image Gl is displayed preferentially over the specific image Sg.
[0226] The display mode of the effect display device EH when specific information is displayed in the effect display device EH when the game state is the high-probability short-time state and the progress part of the gaming machine is the variable part will be described.
[0227] As shown in FIGS. 23(a) and 23(b), when the game state is the high-probability short state and the progress part of the gaming machine is the variable part, the first effect symbol EZ1 and the specific image Sg may be displayed on the effect display device ...
Claims
1. A counting means; A notification means including at least a display means for displaying predetermined information; A notification control means for controlling the notification means; A game state control means for controlling a game state, the counting means is capable of counting a specific number of game media; When the number of the specific game media reaches the upper limit, the execution of the game on the gaming machine is restricted, the display means is capable of displaying, when the number of the specific game media reaches a specific number smaller than the upper limit number, specific information capable of identifying that the specific number has been reached, and is capable of displaying, when the number of the specific game media reaches the upper limit number, special information capable of identifying that the upper limit number has been reached; When a variable game is not being executed and when a winning game is not being executed, the display means is capable of displaying warning information regarding addiction, and when a display screen including the warning information and the specific information is generated on the display means, the warning information and the specific information have different drawing priorities; When the number of the specific game media reaches the upper limit number during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started again, the winning game is resumed, and the execution of the game on the gaming machine is restricted upon the end of the winning game, When the game state is an advantageous game state that is more advantageous than a normal game state, the display means is capable of displaying playing method information instructing an operation in a specific mode, and when a display screen including the playing method information and the specific information is generated in the display means, the playing method information and the specific information have different drawing priorities; The notification means is capable of executing an input notification that can specify that the power supply has started, when the power supply has started; When the special information is displayed, power supply is cut off, and when power supply is restarted thereafter, at least a part of the insertion notification is not executed.
2. A counting means; A notification means including at least a display means for displaying predetermined information; A notification control means for controlling the notification means, the counting means is capable of counting a specific number of game media; When the number of the specific game media reaches the upper limit, the execution of the game on the gaming machine is restricted, In the display means, when the specific number of game media reaches a specific number smaller than the upper limit number, specific information capable of specifying that the specific number has been reached can be displayed, and when the specific number of game media reaches the upper limit number, special information capable of specifying that the upper limit number has been reached can be displayed. During non-execution of the variable game and non-execution of the winning game, the display means can display first caution information regarding the plunge. When a display screen including the first caution information and the specific information is generated in the display means, the drawing priorities of the first caution information and the specific information are different. After the specific number of game media reaches the upper limit number during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started, the winning game is resumed, and the execution of the game in the gaming machine is restricted upon the end of the winning game. During the execution of the winning game, the display means can display second caution information regarding the plunge. When a display screen including the second caution information and the specific information is generated in the display means, the drawing priorities of the second caution information and the specific information are different. The first caution information and the second caution information include the same character information that can convey the same meaning. The notification means can execute an input notification capable of specifying that the power supply has started when the power supply is started. A gaming machine in which at least a part of the input notification is not executed when the power supply is cut off and then the power supply is started when the special information is being displayed.
3. Counting means; Notification means including at least display means for displaying predetermined information; Notification control means for controlling the notification means, The counting means can count a specific number of game media, When the specific number of game media reaches the upper limit number, the execution of the game in the gaming machine is restricted, In the display means, when the specific number of game media reaches a specific number smaller than the upper limit number, specific information capable of specifying that the specific number has been reached can be displayed, and when the specific number of game media reaches the upper limit number, special information capable of specifying that the upper limit number has been reached can be displayed. During non-execution of the variable game and non-execution of the winning game, the display means can display cautionary information regarding the plunge, and when a display screen including the cautionary information and the specific information is generated in the display means, the drawing priorities of the cautionary information and the specific information are different. After the specific number of game media reaches the upper limit during the execution of a predetermined winning game, if the power supply is interrupted during the execution of the winning game and then the power supply is started, the winning game is resumed, and the execution of the game in the gaming machine is restricted upon the end of the winning game. The display means can display predetermined information regarding the non-payout of game media, and when a display screen including the predetermined information and the special information is generated in the display means, the drawing priorities of the predetermined information and the special information are different. The notification means can execute an input notification capable of specifying that the power supply has started, triggered by the start of the power supply. A gaming machine in which at least a part of the input notification is not executed when the power supply is interrupted while the special information is being displayed and then the power supply is started.
4. Counting means; Notification means including at least display means for displaying predetermined information; Notification control means for controlling the notification means, and the counting means can count a specific number of game media. When the specific number of game media reaches the upper limit, the execution of the game in the gaming machine is restricted. In the display means, when the specific number of game media reaches a specific number smaller than the upper limit, specific information capable of specifying that the specific number has been reached can be displayed, and when the specific number of game media reaches the upper limit, special information capable of specifying that the upper limit has been reached can be displayed. During non-execution of the variable game and non-execution of the winning game, the display means can display cautionary information regarding the plunge, and when a display screen including the cautionary information and the specific information is generated in the display means, the drawing priorities of the cautionary information and the specific information are different. After the specific number of game media reaches the upper limit during the execution of a predetermined winning game, if the power supply is interrupted during the execution of the winning game and then the power supply is started, the winning game is resumed, and the execution of the game in the gaming machine is restricted upon the end of the winning game. The display means can display predetermined information that can be displayed when the player is away from the seat and cannot be displayed during the game. When a display screen including the predetermined information and the specific information is generated in the display means, the drawing priorities of the predetermined information and the specific information are different. The notification means can execute an input notification capable of specifying that the power supply has started, triggered by the start of the power supply. A gaming machine in which at least a part of the input notification is not executed when the power supply is interrupted while the special information is being displayed and then the power supply is started.
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