gaming machines
The gaming machine addresses engagement issues by storing and managing variable games with effect displays, enhancing player anticipation and enjoyment through dynamic image effects.
Patent Information
- Application Number
- JP2023141074
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-31
- Publication Date
- 2026-01-22
- Estimated Expiration
- 2043-08-31
AI Technical Summary
Existing pachinko gaming machines lack mechanisms to enhance player engagement and anticipation through dynamic image effects, leading to reduced interest in the game.
A gaming machine that stores variable games as hold memory and uses an effect display means to execute specific effects before or during games, allowing multiple games to be reserved, with a control mechanism to manage these effects and ensure varying levels of anticipation.
Enhances player enjoyment by creating higher anticipation and maintaining interest through dynamic image effects, regardless of the number of games played.
Smart Images

Figure 0007804341000001 
Figure 0007804341000002 
Figure 0007804341000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In a pachinko gaming machine, which is a type of gaming machine, a variable game is executed based on the result of a winning lottery, and various images related to the variable game are displayed. For example, the pachinko gaming machine of Patent Document 1 is capable of executing an effect that makes the player expect a win by displaying the image of a decorative pattern that was displayed during the variable game again in the variable game that is executed thereafter. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-24298 Summary of the Invention [Problem to be solved by the invention]
[0004] The effects using images executed in pachinko gaming machines are often seen by players while playing. Players look forward to the development of the variable game through the effects using images. Therefore, putting effort into this type of effect can lead to increased interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine in which, when a hold condition for holding the execution of a variable game is established by a ball entering a starting means, the variable game is stored as a hold memory, and the gaming machine is provided with an effect display means that displays effects, and a control means that controls the display content of the effect display means, The effect display means can execute a specific effect in response to a ball entering the starting means before a predetermined effect is executed,In the gaming machine, one variation game can be reserved for one ball entry, and the execution of multiple variation games can be reserved. The execution of the multiple variation games is reserved, and the earliest variation game among the multiple variation games is execution When the effect display means The aforementioned A predetermined effect may be executed, and the predetermined effect may be executed after the earliest variation game among the plurality of variation games. execution It is a production that can continue until a specific variable game is played, The specific effect ends when the specific variable game is executed, The specific variable game execution If so, the specific variable game will be execution The gist of the invention is that a high expectation effect with a higher expectation than the specified variable game is executed or the high expectation effect is more likely to be executed, and even if the presentation form of the specified effect is the same, the expectation of obtaining a specified profit may differ, and after the specified effect is executed, one or more variable games can be executed, and whether the specified variable game is the one or more variable games, the expectation of winning the specified variable game remains the same regardless of the number of times. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a schematic diagram showing an example of a hold-ahead readout effect. [Figure 3] FIG. 3 is a schematic diagram showing an example of a zone effect. [Figure 4] 4(a) to 4(c) are explanatory diagrams showing an example of the customization function. [Figure 5] FIG. 5 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 6] FIG. 6 is an explanatory diagram of the fluctuation pattern. [Figure 7] FIG. 7 is a diagram showing the display areas of the execution image and the pending image. [Figure 8] FIG. 8 is an explanatory diagram of a special display mode of the execution image and the reserved image. [Figure 9] 9(a) to 9(d) are schematic diagrams showing the presentation mode of the hold branching presentation. [Figure 10] FIG. 10 is an explanatory diagram of the presentation pattern of the hold branch presentation. [Figure 11] FIG. 11 is a timing chart showing an example of a hold branching effect and a hold effect. [Figure 12] FIG. 12 is a timing chart showing an example of a hold branching effect. [Figure 13] FIG. 13 is a timing chart showing an example of a hold branching effect and a hold effect. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A frame window 11c is formed in the mounting frame 11b. A gaming board YB having a gaming area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The gaming area YBa of the gaming board YB is covered by the protective glass.
[0009] The pachinko gaming machine 10 is equipped with a launching handle HD. For example, the launching handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, a gaming ball is launched toward the gaming area YBa with a strength according to the amount of operation (amount of rotation) of the launching handle HD.
[0010] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). The predetermined sound may be music, sound effects, or the like.
[0011] The pachinko gaming machine 10 is equipped with a decorative lamp LA. For example, the decorative lamp LA is provided on the front surface of the mounting frame 11b. The decorative lamp LA can perform effects (hereinafter referred to as light-emitting effects) by lighting, blinking, and extinguishing a built-in light-emitting body (not shown).
[0012] A play area YBa, which is approximately circular in front view, is defined on the front surface of the play board YB. The play board YB is mounted on the mounting frame 11b so that the play area YBa can be seen through the frame window 11c. A display window YBb is formed in approximately the center of the play area YBa.
[0013] The pachinko gaming machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, predetermined symbols are displayed in a changing manner, and finally, a special symbol is displayed in a static manner. The special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "static display" means a state in which the type of displayed symbol does not change. With respect to symbols, "static display" and "derive" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a jackpot symbol, which is an example of a jackpot display result, and a loss symbol, which is an example of a loss display result. The special symbols may also include a small win symbol, which is an example of a small win display result. In the pachinko gaming machine 10, when a jackpot is won in a special symbol winning lottery (hereinafter referred to as a special winning lottery), a jackpot symbol is derived in a special game, and a jackpot game is awarded after the special game for that jackpot has ended. The special winning lottery is an example of a winning lottery.
[0014] The pachinko gaming machine 10 is equipped with a first special reserve display device 19c and a second special reserve display device 19d as display devices that display information that can identify the number of reserved special games. The first special reserve display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first special reserve number). The second special reserve display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second special reserve number). As an example, the upper limit values of the first special reserve number and the second special reserve number are each 4.
[0015] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, predetermined symbols are variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a normal symbol winning lottery). The normal symbols include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal symbol winning lottery (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games (normal hold number) whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met.
[0016] The pachinko gaming machine 10 is equipped with an effect display device EH as an example of a display means for displaying images. The effect display device EH has an image display area R capable of displaying images. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays an image that resembles a predetermined character or letter.
[0017] The effect display device EH displays an effect symbol variation game (hereinafter referred to as the effect game) as one of the display effects. In the effect game, multiple columns of effect symbols EZ are variably displayed, and finally a combination of effect symbols EZ (hereinafter referred to as the symbol combination) is derived. The effect symbols EZ (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols EZ of the left, center, and right symbol columns in a predetermined direction.
[0018] The effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a jackpot symbol is derived in the special game, the effect game derives a jackpot symbol combination. A jackpot symbol combination is a symbol combination in which the effect symbols EZ in all columns are the same, such as "777." When a losing symbol is derived in the special game, the effect game derives a losing symbol combination. An example of a losing symbol combination is a symbol combination in which the effect symbols EZ in at least some columns are different from the effect symbols EZ in other columns, such as "778" or "787." In this way, the pachinko gaming machine 10 has a special game and an effect game executed in response to the special game. The special game and the effect game constitute a variable game.
[0019] In a presentation game, a reach effect may be executed. The reach effect is an effect that forms a reach in a presentation game and ultimately leads to a predetermined symbol combination. A reach effect is a state in which the same effect symbol EZ is displayed stationary in multiple specific symbol columns (e.g., the left symbol column and the right symbol column), and the effect symbol EZ continues to be displayed in a variable manner in other symbol columns (e.g., the center symbol column). Reach effects include normal reach effects (hereinafter referred to as NR effects) and super reach effects (hereinafter referred to as SR effects), which develop after an NR effect is executed and have a higher expectation of a jackpot game (hereinafter referred to as a hit expectation) after the variable game ends compared to an NR effect. The NR effect is an example of a normal reach effect. The SR effect is an example of a special reach effect. A jackpot game is a state in which it is easier to obtain prize balls, which are an example of a predetermined profit. Therefore, the hit expectation corresponds to the expectation of obtaining a predetermined profit.
[0020] The pachinko gaming machine 10 is equipped with a first start opening 12, which is an example of a start means. The first start opening 12 is always open so that a gaming ball can enter the opening. The pachinko gaming machine 10 is equipped with a first start sensor SE1 that detects a gaming ball that has entered the first start opening 12 (see FIG. 5). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0021] The pachinko gaming machine 10 has a second start opening 13 that opens into the gaming area YBa. The pachinko gaming machine 10 has a second start sensor SE2 that detects a gaming ball that has entered the second start opening 13 (see FIG. 5). In the pachinko gaming machine 10, when a gaming ball is detected by the second start sensor SE2, a hold condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is also established. The pachinko gaming machine 10 has a normal variable member 13a that can be moved between an open state in which a gaming ball can enter the second start opening 13 and a closed state in which a gaming ball cannot enter the second start opening 13. The closed state may be a state in which a gaming ball can enter the second start opening 13, but is more difficult to enter than the open state. The pachinko gaming machine 10 has a normal solenoid SL1 (see FIG. 5) as an example of a means for operating the normal variable member 13a. The normal variable member 13a is operated to the open state during normal winning games.
[0022] The pachinko gaming machine 10 is equipped with a special winning opening 14 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a special variable member 14a, which is an example of a means operable between an open state in which a gaming ball can enter the special winning opening 14 and a closed state in which a gaming ball cannot enter the special winning opening 14. The closed state may be a state in which a gaming ball can enter the special winning opening 14 but is more difficult to enter than the open state. The pachinko gaming machine 10 is equipped with a special solenoid SL2, an example of a means for operating the special variable member 14a (see FIG. 5). The special variable member 14a is operated to the open state during a game in which a special symbol wins. The pachinko gaming machine 10 is equipped with a count sensor SE3 that detects gaming balls that have entered the special winning opening 14 (see FIG. 5). In the pachinko gaming machine 10, when the game balls are detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0023] The pachinko gaming machine 10 is equipped with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is equipped with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 5). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, the reserve condition for the normal game can be met, but the payout condition for prize balls will not be met.
[0024] In this embodiment, the performance display device EH, speaker SP, and decorative lamp LA are each performance devices that execute a performance, and also constitute a performance device group DE (see Figure 5). The performance device group DE is not limited to including all of the performance display device EH, speaker SP, and decorative lamp LA, but may be composed of one or more performance devices that can be arbitrarily selected from these performance devices. The performance display device EH is an example of a performance display means that displays a performance.
[0025] The pachinko gaming machine 10 is provided with an effect button D1 as an operation means that can be operated by a player. The effect button D1 is a button type that can be pressed. Not limited to this, the effect button D1 may be a lever type. The pachinko gaming machine 10 is provided with a cross key D2 as an operation means that can be operated by a player. The cross key D2 is a button type that can be pressed. Not limited to this, the cross key D2 may be a touch panel type. The cross key D2 is configured to include multiple parts that can be operated by a player. Specifically, the cross key D2 is configured to include a left key D3l, a right key D3r, an up key D3u, and a down key D3d.
[0026] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a higher probability, a ball entry assist function that assists game balls in entering the second starting hole 13, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0027] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."
[0028] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states in which the rate at which game balls enter the second starting hole 13 varies. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.
[0029] For example, the high ball entry rate state can be achieved by executing one of the three controls described below, which can be selected arbitrarily, or by combining multiple controls. The first control is a control that shortens the variable time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal win probability in the normal win lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform a normal win lottery in the low ball entry rate state, but performs a normal win lottery with a predetermined probability in the high ball entry rate state. The third control is a control that lengthens the total opening time of the normal variable member 13a in one normal win game compared to the low ball entry rate state. Note that the third control may be at least one of a control that increases the number of times the normal variable member 13a is opened in one normal win game compared to the low ball entry rate state, and a control that lengthens the opening time of one normal win game of the normal variable member 13a compared to the low ball entry rate state.
[0030] Next, the time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. In this embodiment, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.
[0031] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The first advantageous state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The second advantageous state is a game state in which the probability variable function is not inactive, but the ball entry assist function and time-saving function are inactive. The pachinko gaming machine 10 is not limited to having three game states, and some or all of them may be different game states in which the probability variable function, ball entry assist function, and time-saving function are activated. Furthermore, the game state may be one or two, or may be four or more.
[0032] Next, we will explain about the jackpot. The pachinko gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or multiple types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0033] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.
[0034] In the pachinko gaming machine 10, the game state after the end of a jackpot game is controlled according to the type of jackpot symbol (type of jackpot). As an example, it is determined that a specific symbol is controlled to a first advantageous state after the end of a jackpot game until the next jackpot game is awarded. It is determined that a normal symbol is controlled to a second advantageous state after the end of a jackpot game until a predetermined number of special games are played or until the next jackpot game is awarded. Alternatively, the game state after the end of a jackpot game may be controlled to a first advantageous state if the game ball that entered the jackpot opening 14 passes through a specific area (the so-called V-zone), or may be controlled to a second advantageous state if the game ball does not pass through the specific area.
[0035] In the effect game of the pachinko gaming machine 10, other effects may be executed in addition to the reach effect described above. One example of such effects is a preview effect that suggests or notifies the probability of a win. The preview effect may be executed, for example, by displaying a specific image that resembles a character or letter, or by changing the display color of the background image of the effect display device EH or the background itself. The preview effect also includes a pre-reading effect that suggests the possibility of a jackpot across multiple fluctuations, i.e., fluctuation games. The pre-reading effect is an effect that suggests or notifies the probability of a win for a special game that is on hold.
[0036] Below, the hold pre-reading effect and the zone effect, which are typical pre-reading effects, will be described in detail with reference to Figures 2 and 3. Note that the pre-reading effect may be performed in a manner that derives a predetermined symbol combination (so-called chance combination) by multiple consecutive variations.
[0037] First, we will explain the hold-ahead reading effect. As shown in FIG. 2, the effect display device EH displays a reserved image corresponding to a special game whose execution is on hold (a reserved special game). The effect display device EH displays a reserved image corresponding to either the reserved first special game or the reserved second special game, depending on the current ball-scoring state. When the effect display device EH is in a low ball-scoring state, it displays a reserved image corresponding to the reserved first special game. When the effect display device EH is in a high ball-scoring state, it displays a reserved image corresponding to the reserved second special game. The reserved images include reserved images H1 to H4.
[0038] In the effect display device EH, when the first special reserved number is "1" in a low ball entry rate state, reserved image H1 of reserved images H1 to H4 is displayed. In the effect display device EH, when the first special reserved number is "2" in a low ball entry rate state, reserved images H1 and H2 of reserved images H1 to H4 are displayed. In the effect display device EH, when the first special reserved number is "3" in a low ball entry rate state, reserved images H1 to H3 of reserved images H1 to H4 are displayed. In the effect display device EH, when the first special reserved number is "4" in a non-time-shortened state, reserved images H1 to H4 are displayed. Note that when the first special reserved number is "0" in a low ball entry rate state, reserved images H1 to H4 are not displayed on the effect display device EH. In addition to reserved images H1 to H4, the effect display device EH displays an execution image H0 corresponding to the first special game being executed. Regarding the display of the performance display device EH in a high ball entry rate state, the "low ball entry rate state" is interpreted as "high ball entry rate state," the "first special reserved number" as "second special reserved number," and the "first special game" as "second special game," so detailed explanations will be omitted.
[0039] FIG. 2 shows an example in which the first special reserved number is "4" in a low ball entry rate state and the reserved ball pre-reading effect is executed. When the effect display device EH executes the reserved ball pre-reading effect, the reserved ball image corresponding to the special game that is the target of the reserved ball pre-reading effect is displayed in a preview mode different from the normal mode. FIG. 2 shows a situation in which the reserved ball image H4 corresponding to the special game that is the target of the reserved ball pre-reading effect changes from the normal mode to the preview mode. The reserved ball images H1 to H3 corresponding to special games that are not the target of the reserved ball pre-reading effect are displayed in the normal mode. There are multiple preview modes, and the expected winning probability of the special game that is the target of the reserved ball pre-reading effect is determined for each preview mode. In this way, the reserved ball pre-reading effect suggests or notifies the expected winning probability of the reserved special game based on the state of the reserved ball image. Furthermore, a special game in which the reserved ball pre-reading effect is executed has a higher expected winning probability than a special game in which the reserved ball pre-reading effect is not executed. Therefore, the reserved ball pre-reading effect can be said to suggest or notify the expected winning probability depending on whether or not the reserved ball pre-reading effect is executed. In the effect display device EH, the reserved image is displayed in a shifted manner as the special game starts. For example, in Fig. 2, after the reserved pre-reading effect ends, reserved image H4 changes from the normal mode to the notice mode, and is displayed in the following order each time the special game starts: reserved image H3 → reserved image H2 → reserved image H1 → execution image H0.
[0040] Next, the zone effects will be described. As shown in FIG. 3, when the zone effect starts, the effect display device EH displays a "Chance Zone" character image ZZ and a background image hg dedicated to the zone effect. In this embodiment, there are multiple types of background images hg dedicated to the zone effect, and the probability of winning the special game that is the target of the zone effect is determined for each background image. In this way, the zone effect suggests or notifies the probability of winning for the pending special game depending on the appearance of the background image hg. Furthermore, the probability of winning is higher for special games in which a zone effect is executed than for special games in which a zone effect is not executed. Therefore, it can be said that the zone effect suggests or notifies the probability of winning depending on whether or not the zone effect is executed.
[0041] After the zone effect starts, the effect display device EH continues to display the character image ZZ and the background image hg dedicated to the zone effect at least until the special game that is the target of the zone effect starts. In other words, the zone effect can be executed across the execution of multiple special games (effect games).
[0042] The pachinko gaming machine 10 is also equipped with a customization function. The pachinko gaming machine 10 allows a player to set, for example, settings related to the execution of effects by operating an operating means that can be operated by the player. The pachinko gaming machine 10 allows, for example, settings related to the execution of effects to be set using the operating means while in a standby state. In the following description, setting settings related to the execution of effects may be referred to as "customizing." The standby state is a state that does not correspond to either a special game (effect game) being executed or a jackpot game being executed. Note that the pachinko gaming machine 10 may be configured so that settings related to the execution of effects can always be set, regardless of whether it is in a standby state or not.
[0043] The customization function will be described below with examples using FIGS. 4(a) to 4(c). As shown in FIG. 4(a), when the effect button D1 is operated during standby mode in the pachinko gaming machine 10, a menu for the customization function is displayed on the effect display device EH. The effect display device EH displays items MN1 and MN2 as customizable items. In this example, one of the customizable items is an item for setting the execution of a look-ahead effect. Item MN1 is labeled "look-ahead adjustment" to identify the item. Item MN2 is a customizable item that differs from the look-ahead adjustment of item MN1. The types of items that can be customized are determined according to the specifications of the pachinko gaming machine 10. For this reason, for the sake of convenience, item MN2 is labeled "△△△△△△" to indicate that it may be any item, and the specific example in this description will only be described with look-ahead adjustment.
[0044] The effect display device EH also displays an item SK as an item for initializing the customized content. The effect display device EH also displays an item SR as an item for ending customization. The effect display device EH also displays an image BG1 that resembles the effect button D1 and an image BG2 that resembles the cross key D2 as information indicating the operating means used for customization.
[0045] In the pachinko gaming machine 10, any one of the items MN1, MN2, SK, and SR can be selected by operating the cross key D2 (D3u, D3d). Then, in the pachinko gaming machine 10, the selected item can be determined by operating the effect button D1. In the pachinko gaming machine 10, when any one of the items MN1, MN2, SK, and SR is determined, a process corresponding to the determined item is executed.
[0046] A specific example of an adjustment that can be made when the look-ahead adjustment of item MN1 is determined is adjusting the frequency of the look-ahead effect, as illustrated in FIG. 4(b). In the pachinko gaming machine 10, the setting DSa of the look-ahead adjustment function DS can be selected between "ON" and "OFF" by operating the directional pad D2 (D3l, D3r). In the pachinko gaming machine 10, when the setting DSa is "ON," the look-ahead effect is executed less frequently than when it is "OFF." In the pachinko gaming machine 10, when the setting DSa is "ON," the expected probability of winning the look-ahead effect is higher than when it is "OFF." The look-ahead adjustment function DS can also be said to be a function that adjusts (changes) the expected probability of winning the look-ahead effect by adjusting (changing) the execution frequency of the look-ahead effect. In other words, the look-ahead adjustment function DS results in different expected probability of winning even when the look-ahead effect is executed in the same manner.
[0047] Another specific example is adjusting whether or not a look-ahead effect such as that illustrated in FIG. 4(c) can be executed. In the pachinko gaming machine 10, the setting TSa of the look-ahead adjustment function TS can be selected to either "ON" or "OFF" by operating the cross key D2 (D3l, D3r). In the pachinko gaming machine 10, when the setting TSa is "OFF," the look-ahead effect cannot be executed. In the pachinko gaming machine 10, when the setting TSa is "ON," the look-ahead effect can be executed.
[0048] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 5, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.
[0049] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, a RWM 43, and a random number generation circuit 44. The CPU 41 executes a main control program to perform processing related to the progress of the game. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc. The ROM 42 stores multiple types of fluctuation patterns. The fluctuation patterns are information that can identify the fluctuation time from the start to the end of a special game. The CPU 41, ROM 42, RWM 43, and random number generation circuit 44 may be configured on a single chip as a microprocessor.
[0050] As shown in FIG. 6, the variation patterns include a jackpot variation pattern, a miss-at-lead variation pattern, and a miss variation pattern. The jackpot variation pattern includes variation pattern HP2, in which an NR effect is performed in a variation game and a jackpot symbol combination is ultimately derived, and variation pattern HP4, in which an NR effect is performed followed by an SR effect and a jackpot symbol combination is ultimately derived. The miss-at-lead variation pattern includes variation pattern HP3, in which an NR effect is performed in a variation game and a miss symbol combination is ultimately derived, and variation pattern HP5, in which an NR effect is performed followed by an SR effect and a miss symbol combination is ultimately derived. Furthermore, the miss variation pattern includes variation pattern HP1, in which a miss symbol combination is ultimately derived without a reach effect in a variation game. A variation game is a variation of these variation patterns. The RWM 43 stores various information that is rewritten according to the processing results of the CP 41. For example, information stored by the RWM includes a flag, a counter, and a timer. The random number generation circuit 44 generates hardware random numbers.
[0051] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input detection signals output by each of the sensors SE1 to SE4 when it detects a gaming ball. The main board 40 is connected to the plurality of display units 19a to 19f. The CPU 41 can control the display content of the plurality of display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening state of the second start opening 13 and the special winning opening 14. The CPU 41 is connected to the effect button D1 and the cross key D2. The CPU 41 can input an operation signal when the effect button D1 is operated, and can also input an operation signal when the cross key D2 (each of the keys D3u, D3d, D3l, and D3r) is operated.
[0052] Next, the sub-substrate 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the effects. The ROM 52 stores the sub-control program and judgment values used in predetermined lotteries. The ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RWM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through random number generation processing by the CPU 51.
[0053] The sub-board 50 is connected to the performance display device EH. The CPU 51 is capable of controlling the display content of the performance display device EH. The CPU 51 is a control means that controls the display content of the performance display means. The sub-board 50 is connected to a speaker SP. The CPU 51 is capable of controlling the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The CPU 51 is capable of controlling the light emission mode of the decorative lamp LA.
[0054] Next, various processes performed by the CPU 41 will be described. The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes that are performed every predetermined control period (for example, every 4 ms).
[0055] The special symbol input process will be described. The CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the CPU 41 determines whether the number of first special reserves stored in the RWM 43 is less than the upper limit number (4 in this embodiment). If the number of first special reserves is less than the upper limit number, the CPU 41 updates the first special reserve number by adding 1. With this update, the variable game is stored as reserved memory in the pachinko gaming machine 10. In addition, the CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In this way, the reservation condition for the first special game is met when the number of first special reserves is less than the upper limit number and a gaming ball is detected by the first start sensor SE1.
[0056] Next, the CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers may be winning random numbers used in a special winning lottery, winning symbol random numbers used to determine a jackpot symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information to be used for the first special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.
[0057] When the CPU 41 stores random number information for the first special game in the RWM 43, if a game ball has not entered the first start port 12 and if the number of first special reserves is not less than the upper limit, the CPU 41 determines whether a game ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. If a game ball has entered the second start port 13, the CPU 41 determines whether the number of second special reserves stored in the RWM 43 is less than the upper limit (4 in this embodiment). If the number of second special reserves is less than the upper limit, the CPU 41 updates the number of second special reserves by adding 1. This update causes a variable game to be stored as a reserve memory in the pachinko gaming machine 10. The CPU 41 also controls the second special reserve display device 19d to display information that can identify the updated second special reserve number. In this way, the reserve condition for the second special game is met when a game ball is detected by the second start sensor SE2 when the number of second special reserves is less than the upper limit.
[0058] Next, the CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met. When the random number information for the second special game is stored in the RWM 43, if a game ball has not entered the second start hole 13 and if the number of second special reserved balls is not less than the upper limit number, the CPU 41 terminates the special symbol input process. Furthermore, when the CPU 41 stores random number information for the first special game in the RWM 43 during the special symbol input process, the CPU 41 performs a command setting process.
[0059] In the command setting process, the CPU 41 determines whether the value corresponding to the acquired winning random number is a jackpot value that will win the special winning lottery described below, or a losing value that will not win the special winning lottery. Next, in the case of a jackpot value, the CPU 41 identifies a jackpot fluctuation pattern to be selected from the jackpot fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a jackpot look-ahead command as a control command in the output buffer based on the identified content. The jackpot look-ahead command can identify information indicating the first special reserved number when the random number was acquired, information indicating that the value corresponding to the acquired winning random number is a jackpot value, and information indicating the jackpot fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.
[0060] On the other hand, in the case of a loss value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of loss fluctuation patterns and loss-reach fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number.Then, the CPU 41 stores a loss read-ahead command as a control command in the output buffer based on the specified content.The loss read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a loss value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.
[0061] The jackpot pre-read command or loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process from the next cycle onwards. The command setting process of this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the jackpot pre-read command or loss pre-read command performs processing related to the second special game in the special symbol input process described above. In the following explanation, when there is no distinction between the jackpot pre-read command and the loss pre-read command, they are referred to as "pre-read commands". In the command setting process of this embodiment, each time a gaming ball is detected by the CPU 41 and the first start sensor SE1, a variation pattern indicating the variation content (including variation time) of the variation game (first special game) whose execution is suspended is identified.
[0062] Next, the special symbol start process will be described. The CPU 41 determines whether the conditions for starting a special game are met. The CPU 41 makes a positive determination if the game is not a jackpot game and a special game is not being played. The CPU 41 makes a negative determination if the game is a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 41 ends the special symbol start process. If the conditions for starting a special game are met, the CPU 41 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the CPU 41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, the CPU 41 ends the special symbol start process. If, as a result of the above determination, both the first special reserve number and the second special reserve number are zero, the pachinko gaming machine 10 enters a standby state. The standby state is also known as a customer waiting state, and for example, a demonstration effect is performed.
[0063] If the first special reserve number is greater than zero, the CPU 41 performs processing to execute a first special game. Specifically, the CPU 41 updates the first special reserve number by subtracting 1. The CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. The CPU 41 acquires the random number information for the first special game that was stored earliest from the RWM 43. The CPU 41 uses the winning random number identified from the acquired random number information to perform a special winning lottery (jackpot determination) to determine whether or not a jackpot has been won. The CPU 41 performs a special winning lottery with a jackpot probability according to the current probability state (whether or not the probability variable function is activated). The CPU 41 that performs the special winning lottery is an example of a winning lottery means.
[0064] When a jackpot is won, the CPU 41 performs jackpot variation processing. In the jackpot variation processing, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. After that, the CPU 41 ends the special pattern start processing.
[0065] If a jackpot is not won, the CPU 41 performs a loss variation process. In the loss variation process, the CPU 41 determines a loss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a loss reach variation pattern with a reach or a loss variation pattern without a reach. Thereafter, the CPU 41 ends the special symbol start process. In this embodiment, whether to execute a reach effect in the effect game is determined depending on whether a loss variation pattern or a loss reach variation pattern is determined, but it is also possible to determine whether to execute a reach effect, and determine either a loss reach variation pattern or a loss variation game depending on the determination result.
[0066] If the second special reserved number is greater than zero, the CPU 41 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute a first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number," so a detailed explanation thereof will be omitted. In other words, the CPU 41 subtracts the second special reserved number, performs a special winning lottery, and performs any variable processing based on the result of the special winning lottery, and then ends the special symbol start processing.
[0067] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0068] When the special symbol start process is completed, the CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start varying display of predetermined symbols. The CPU 41 measures a variation time set in a variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 41 outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the sub-board 50.
[0069] When the second special game is executed, the CPU 41 controls the second special symbol display device 19b to start varying display of predetermined symbols. The CPU 41 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.
[0070] Next, the big win game process will be explained. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the end of the jackpot special game. The 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 processing. The CPU 41 awards the specified type of jackpot game.
[0071] First, the CPU 41 outputs a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time to the sub-board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round of play. Specifically, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 14. When the number of game balls detected by the count sensor SE3 reaches the upper limit or the upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the special prize opening 14, thereby ending the round of play. The CPU 41 repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 41 outputs a control command (hereinafter referred to as a round command) capable of specifying the start of the round of play to the sub-board 50. When the final round of play ends, the CPU 41 outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of the ending time to the sub-board 50. When the ending time has elapsed, the CPU 41 ends the jackpot game. The CPU 41 may be configured to output a control command (hereinafter referred to as an ending end command) capable of specifying the passage of the ending time to the sub-board 50.
[0072] The probability transition process for transitioning the probability state will be described. When the jackpot game based on the specific symbol ends, the CPU 41 stores a high probability flag in the RWM 43. In other words, the CPU 41 controls to a high probability state. On the other hand, when the jackpot game based on the normal symbol ends, the CPU 41 does not store a high probability flag in the RWM 43. In other words, the CPU 41 controls to a low probability state. When the jackpot game is started and a high probability flag is stored, the CPU 41 erases the high probability flag. In other words, the CPU 41 controls to a low probability state during the jackpot game.
[0073] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When a jackpot game based on a specific symbol and a jackpot game based on a normal symbol end, the CPU 41 stores an activation flag in the RWM 43. That is, the CPU 41 controls the RWM 43 to a high ball entry rate state and a short fluctuation time state. When a special game in which the number of times a special game has been executed after the end of a jackpot game based on a normal symbol reaches the activation count ends, the CPU 41 erases the activation flag stored in the RWM 43. That is, when the activation count for the special game ends after the end of a jackpot game based on a normal symbol, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When a jackpot game is started and an activation flag is stored, the CPU 41 erases the activation flag. That is, during a jackpot game, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When the CPU 41 shifts the game state (probability state, ball entry rate state, and variable time state), it outputs to the sub-board 50 a control command that can specify the game state after the shift.
[0074] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the big win effect processing will be described. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 51 controls the effect device group DE to execute an opening effect. When a round command is input, the CPU 51 controls the effect device group DE to execute a round effect. When an ending start command is input, the CPU 51 controls the effect device group DE to execute an ending effect. When an ending end command is input, the CPU 51 controls the effect device group DE to end the ending effect.
[0075] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 51 inputs a variation start command and a special pattern command, it controls the effect device group DE including the effect display device EH to execute an effect game corresponding to the special game. As an example, when the CPU 51 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the control command. Furthermore, when the CPU 51 inputs a special pattern command, it determines a symbol combination to be derived in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special pattern command, the CPU 51 determines a jackpot symbol combination. If a losing symbol can be specified from the special pattern command, the CPU 51 determines a losing symbol combination.
[0076] Further, the CPU 51 determines whether or not a condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, the reach condition is met by determining a jackpot variation pattern or a miss reach variation pattern. When the reach condition is met and a jackpot pattern can be specified from the special pattern command, the CPU 51 determines the effect pattern EZ constituting the jackpot pattern combination as the reach effect pattern EZ. When the reach condition is met and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination including a reach. When the reach condition is not met and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination not including a reach.
[0077] The CPU 51 controls the effect display device EH to start the variable display of each effect symbol EZ in response to the input of the variation start command, thereby starting the effect game. The CPU 51 controls the effect display device EH so that the effect game is played based on the selected effect pattern during the variation time set for the variation pattern. The CPU 51 can control the effect device group DE to execute various effects while the effect game is being played. When the CPU 51 identifies a variation pattern in which an NR effect is executed from the input variation start command, it controls the effect device group DE to execute an NR effect at a predetermined timing after the effect game starts. When the CPU 51 identifies a variation pattern in which an SR effect is executed from the input variation start command, it controls the effect device group DE to execute an SR effect at a predetermined timing after the effect game starts.
[0078] Then, after starting the effect game, the CPU 51 derives a symbol combination in response to the input of a variation end command. Note that the CPU 51 may derive a symbol combination in response to the lapse of a variation time set in a variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0079] Next, the screen layout when the execution image H0 and the reserved images H1 to H4 are displayed in the image display area R of the performance display device EH will be described. As shown in FIG. 7, the image display area R displays an effect game that variably displays the effect symbol EZ as indicated by the white arrow in the figure. Below the image display area R, reserve display areas HR1 to HR4 are arranged from left to right in this order to display reserve images H1 to H4 indicating the number of effect games corresponding to the reserved special games. Reserve display area HR1 displays a reserve image H1 indicating the first (earliest) reserved special game (reserved number = 1). Reserve display area HR2 displays a reserve image H2 indicating the second reserved special game (reserved number = 2). Reserve display area HR3 displays a reserve image H3 indicating the third reserved special game (reserved number = 3). Reserve display area HR4 displays a reserve image H4 indicating the fourth (last) reserved special game (reserved number = 4). In other words, reserve display areas HR1 to HR4 correspond to the special games with reserve numbers = 1 to 4, respectively. The reserved images H1 to H4 are displayed in accordance with the reserved number of the first special game when in the normal state. On the other hand, the reserved images H1 to H4 are displayed in accordance with the reserved number of the second special game when in the first advantageous state and the second advantageous state. The reserved images H1 to H4 are, for example, circular in shape. The reserved display areas HR1 to HR4 are first display areas that display the reserved images H1 to H4 as first images corresponding to variable games that have not yet started and are stored as reserved memories. The reserved images H1 to H4 are images that are not displayed when the pachinko gaming machine 10 is in the standby state.
[0080] To the left of the reserved display areas HR1-HR4, an execution display area HR0 is set as an area for displaying an execution image H0 related to the currently executed effect game. For example, in the pachinko gaming machine 10, when a new special game is reserved, bringing the reserved number to 4, and a reserved image H4 is displayed in the reserved display area HR4, the reserved image H4 is displayed moving in the order of reserved display areas HR4 → HR3 → HR2 → HR1 each time a previously reserved special game is started. When a special game is started (consumed) due to the establishment of the start condition of the special game, the reserved image H1 displayed in the reserved display area HR1 moves from the reserved display area HR1 to the execution display area HR0 and is displayed as the execution image H0. That is, the shape of the execution image H0 is also circular, like the reserved images H1-H4. Note that when the reserved image H1 moves from the reserved display area HR1 to the execution display area HR0, the area of the reserved image H1 expands, and the area of the execution image H0 becomes larger than the area of the reserved image H1. In this way, the execution image H0 is an image different from the effect symbol EZ, and is displayed in the execution display area HR0 during execution of the variable game. The execution display area HR0 is a second display area that displays the execution image H0 as a second image or specific image corresponding to the variable game being executed. The execution image H0 is an image that is not displayed when the pachinko gaming machine 10 is in a standby state.
[0081] In the pachinko gaming machine 10, even when a special game is on hold, the reserved images H1 to H4 are not displayed while an SR effect is being executed. Similarly, even when a special game is being executed, the execution image H0 is not displayed while an SR effect is being executed. That is, during the execution of a special game in which an SR effect is being executed, the execution image H0 and reserved images H1 to H4 are displayed during the period from the start of the special game to before the SR effect is started. On the other hand, during the execution of a special game in which an SR effect is not being executed, the execution image H0 and reserved images H1 to H4 are displayed from the start of the special game to the end of the special game.
[0082] The display modes of the reserved images H1 to H4 include a white display mode and a special display mode that is a display mode other than white. Regardless of whether the reserved images H1 to H4 are displayed in the white display mode or the special display mode, they are displayed in various display modes from the time the special game corresponding to the reserved images H1 to H4 is reserved. In the pachinko gaming machine 10, by displaying any one of the reserved images H1 to H4 displayed on the effect display device EH in the special display mode, it is possible to execute a reserve look-ahead effect that suggests the expected win probability of the special game corresponding to the reserved images H1 to H4 and the effect content of the effect game to be executed during execution of the special game. In this embodiment, the reserve look-ahead effect is executed for the first special game in the normal state.
[0083] The special display modes of the reserved images H1 to H4 will be described. As shown in FIG. 8, there are four types of special display modes for the reserved images H1 to H4, each of which has a different color for displaying the reserved images H1 to H4. The type of display mode for the reserved images H1 to H4 suggests different winning expectations and different effects. The blue display mode suggests a higher winning expectation than the white display mode, and also suggests that an NR or SR effect will be executed in the effect game. The green display mode suggests a higher winning expectation than the white and blue display modes, and also suggests that an NR or SR effect will be executed in the effect game, similar to the blue display mode. The red display mode suggests a higher winning expectation than the white, blue, and green display modes, and also suggests that an SR effect will be executed in the effect game. The rainbow display mode suggests a higher winning expectation than the white, blue, green, and red display modes, and also suggests that a symbol combination resulting in a jackpot will be derived in the effect game.
[0084] As described above, in this embodiment, when the start condition of the special game is met and the special game is started (consumed), the reserved image H1 moves to the execution display area HR0 and is displayed as the execution image H0. Therefore, in this embodiment, the execution image H0 is displayed in the same display mode as the reserved image H1 immediately before the start condition of the special game is met. That is, the display mode of the execution image H0 also includes white, blue, green, red, and rainbow display modes, similar to the display modes of the reserved images H1 to H4. The display mode of the execution image H0 indicates the expected win probability of the special game corresponding to the execution image H0 and the effect content of the effect game executed during the execution of the special game. There are multiple display modes for the execution image H0, and these display modes can be distinguished depending on the expected win probability. Note that, in this embodiment, the display mode of the reserved images H1 to H4 does not change from the time the reserved images H1 to H4 are displayed until the reserved images H1 to H4 are displayed as the execution image H0. Among the display modes of the execution image H0, the white display mode is an example of a first mode, the blue display mode and the green display mode are examples of a second mode, and the red display mode and the rainbow display mode are examples of a third mode.
[0085] When the reserve image H1 is displayed in a special display mode due to the reserve look-ahead effect being executed and the start condition of the special game is met, the execution image H0 is also displayed in the same special display mode as the reserve image H1 immediately before the start condition of the special game is met. In this embodiment, the display mode of the execution image H0 suggests the expected win probability of the special game corresponding to the execution image H0 and the effect content of the effect game to be executed during the execution of the special game.
[0086] The hold display process will be described. The reserve display process is a process performed by the CPU 51 in response to input of a look-ahead command under normal conditions, and is a process for displaying reserve images H1 to H4. When the CPU 51 inputs a look-ahead command, it stores the value of the look-ahead command in a memory area of the RWM 53 corresponding to a first special reserve number that can be specified from the look-ahead command. The RWM 53 is configured with a memory area corresponding to first special reserve number = 1, a memory area corresponding to first special reserve number = 2, a memory area corresponding to first special reserve number = 3, and a memory area corresponding to first special reserve number = 4. The RWM 53 is configured with a memory area corresponding to the first special game currently being executed. In the following description, the memory area corresponding to the currently being executed special game will be referred to as a memory area corresponding to first special reserve number = 0. For example, when the CPU 51 inputs a look-ahead command that can specify first special reserve number = 3, it stores the command value in a memory area corresponding to the specifiable first special reserve number = 3.
[0087] When the CPU 51 inputs a read-ahead command, it determines whether a special display flag is stored in the RWM 53. The special display flag is a flag that is stored in the RWM 53 when any of the execution image H0 and the reserved images H1 to H4 is displayed in a special display mode. If the special display flag is stored in the RWM 53, the CPU 51 determines a white display mode as the display mode of the reserved image to be displayed, regardless of the type of variation pattern that can be specified from the input read-ahead command.
[0088] If the special display flag is not stored in the RWM 53, the CPU 51 identifies the variation pattern of the first special game from the input look-ahead command. The CPU 51 determines the display mode of the reserved image to be displayed in the reserved display area corresponding to the first special reserved number identified from the input look-ahead command based on the identified variation pattern, and displays the reserved image in the determined display mode. At this time, the CPU 51 determines the display mode of the reserved image from different tables depending on the type of the identified variation pattern.
[0089] When the CPU 51 identifies the variation pattern HP1, which is usually a miss, it determines the display mode of the reserved image from the first variation table. The first variation table is a table in which the display mode of the reserved image is determined to be white. In other words, when the CPU 51 identifies the variation pattern HP1 from the input look-ahead command, it determines not to execute the reserved look-ahead performance.
[0090] When the CPU 51 identifies either the variation pattern HP2 or HP3 in which the NR effect is executed, it determines the display mode of the reserved image from the second variation table by lottery using a predetermined random number. The second variation table is a table in which one of white, blue, green, and rainbow colors is determined as the display mode of the reserved image. In the second variation table, the allocation value of the random number corresponding to each display mode differs depending on whether the identified variation pattern is variation pattern HP2 (jackpot) or variation pattern HP3 (loss), and the random numbers are allocated in the order of white < blue < green < rainbow color so that the expected probability of winning increases. Note that, in the second variation table, when the identified variation pattern is variation pattern HP3, the allocation value corresponding to the rainbow color display mode is 0.
[0091] Similarly, when the CPU 51 identifies either the variation pattern HP4 or HP5 in which the SR effect is executed, it determines the display mode of the reserved image from the third variation table by lottery using a predetermined random number. The third variation table is a table in which one of white, blue, green, red, and rainbow colors is determined as the display mode of the reserved image. In the third variation table, the allocation value of the random number corresponding to each display mode differs depending on whether the identified variation pattern is variation pattern HP4 (jackpot) or variation pattern HP5 (loss), and the random numbers are allocated in the order of white < blue < green < red < rainbow color, with the probability of winning increasing. Note that, in the third variation table, when the identified variation pattern is variation pattern HP5, the allocation value corresponding to the rainbow color display mode is 0.
[0092] Next, the CPU 51 stores a value capable of specifying the display mode of the determined reserved image in a storage area of the RWM 53 corresponding to the first special reserved number that can be specified from the look-ahead command. In the following description, the value capable of specifying the display mode of the reserved image stored in the storage area corresponding to the first special reserved number is referred to as the "reserved specific value." The CPU 51 determines the display mode of the reserved images H1-H4 to be displayed in the reserved display areas HR1-HR4 by referencing the reserved specific value stored corresponding to the first special reserved number. The CPU 51 then controls the effect display device EH to display the reserved image in the display mode determined as described above in the reserved display area corresponding to the first special reserved number that can be specified from the look-ahead command, among the reserved display areas HR1-HR4. By performing this processing, the CPU 51 can recognize that the probability of winning is higher when the reserved pre-reading effect is executed than when the reserved pre-reading effect is not executed. Furthermore, when the CPU 51 displays the reserved image in a special display mode, it stores a special display flag in the RWM 53.
[0093] When the CPU 51 inputs a first special game variation start command, the RWM 53 stores the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reserve number = 1 in the memory area corresponding to the first special reserve number = 0. The CPU 51 stores the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reserve number = 2 in the memory area corresponding to the first special reserve number = 1. The CPU 51 stores the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reserve number = 3 in the memory area corresponding to the second special reserve number = 2. The CPU 51 stores the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reserve number = 4 in the memory area corresponding to the first special reserve number = 3. At this time, the CPU 51 erases the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reserve number = 4.
[0094] Next, the hold effect in the pachinko gaming machine 10 will be described. In the pachinko gaming machine 10, when the execution image H0 is displayed in a blue or green display mode and the variation game that started when the execution image H0 was displayed is a variation game based on variation pattern HP3 (NR effect (miss)), a hold effect can be executed in which the execution image H0 displayed in a special display mode is maintained even after the variation game ends. In this specification, the expression "the image is maintained" means that the image is continuously displayed in the same display mode throughout the period in which multiple consecutive variation games are executed. In the following description, a variation game based on variation pattern HP3 that starts when the execution image H0 is displayed in a blue or green display mode is referred to as a "specific variation game." The variation pattern HP3 of the specific variation game corresponds to the specific variation pattern.
[0095] The hold effect is an effect that can be executed by lottery using a predetermined random number when a predetermined condition is met when a specific variable game is started. The predetermined condition is met when one or more variable games held when the specific variable game is started include a variable game based on the variation pattern HP4 or variation pattern HP5 in which an SR effect is executed. In the following explanation, if one or more variable games held when the specific variable game is started include a variable game based on the variation pattern HP4 or variation pattern HP5, the variable game is referred to as a "special variable game." The variation pattern HP4 or variation pattern HP5 of the special variable game corresponds to the special variable pattern. The variation patterns HP4 and HP5 have the same reach effect. Therefore, there are multiple special variable patterns with the same reach effect. Furthermore, the expected winning rate is higher than that of variation pattern HP3.
[0096] In addition, when a specific variation game is started, if multiple variation games based on variation pattern HP4 or variation pattern HP5 are reserved, the variation game that is executed first among the multiple reserved variation games is referred to as the “special variation game.” In other words, the special variation game is a variation game that is reserved when the specific variation game is started, and is executed one to four times after the specific variation game.
[0097] When a hold effect is executed, the execution image H0, displayed in blue or green, is maintained from the time the execution image H0 is displayed until a predetermined timing during the execution of the special variation game that is executed after the specific variation game ends. The predetermined timing is a predetermined timing before the timing at which a reach effect (NR effect) can be started during the execution of the special variation game. In the pachinko gaming machine 10, the execution of the hold effect suggests that an NR effect or an SR effect will be executed not only during the execution of the specific variation game, but also during the execution of a variation game that starts after the specific variation game ends and until the predetermined timing during the execution of the special variation game. When a hold effect is executed, the execution image H0 suggests the expected win probability of the special game based on the variation pattern HP4 or HP5 that is executed after the special game that starts when the execution image H0 is displayed, and the effect content of the effect game that is executed during the execution of the special game. On the other hand, when a hold effect is not executed, the execution image H0 suggests the expected win probability of the special game that starts when the execution image H0 is displayed, and the effect content of the effect game that is executed during the execution of the special game.
[0098] Furthermore, in the pachinko gaming machine 10, when the execution image H0 is held until a predetermined timing during the execution of a special variation game, the display mode of the execution image H0 may change at the predetermined timing to a display mode with a higher expectation of winning than the display mode of the currently displayed execution image H0. For example, when a specific variation game is started, if the execution image H0 is displayed in a blue or green display mode and is held until a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change from the blue or green display mode to the red display mode at the predetermined timing.
[0099] Next, the hold branching effect executed during the execution of the specific variable game will be described. The hold branch effect is an effect that is executed during the execution of an NR effect during the execution of a specific variable game. That is, the hold branch effect is an effect that is executed during the execution of an NR effect when the variable game that started when the execution image H0 is displayed in a blue or green display mode is a variable game based on the variable pattern HP3. The hold branch effect has a successful effect result and a failed effect result. If the hold branch effect results in a successful effect, it can be specified that the hold effect will be executed. If the hold branch effect results in a failed effect, it can be specified that the hold effect will not be executed. That is, the hold branch effect is an effect that can allow the player to understand whether or not the hold effect will be executed. As a result, the hold effect may be executed when the hold branch effect is executed, or may not be executed.
[0100] The hold branch effect is an effect executed in a variable game based on the variable pattern HP3, and since the variable game may result in a loss, it can be said to be a loss suggestion effect that suggests a loss. The hold effect is an example of a specific effect that is executed when the hold branch effect is successful.
[0101] As shown in FIGS. 9(a) to 9(d), the hold branching effect is an effect that results in a success or failure depending on whether a hold image HG, consisting of the character string "HOLD," is displayed overlapping the execution image H0. FIGS. 9(a) to 9(d) show an example of a hold branching effect. FIG. 9(a) shows a situation in which an NR effect is being executed during execution of a specific variable game. At this time, the execution image H0 is displayed in a blue display mode. Then, as shown in FIG. 9(b), when a predetermined time has elapsed since the start of the NR effect, a hold image HG is displayed in the image display area R, and an effect is executed in which the hold image HG moves toward the execution display area HR0.
[0102] As shown in FIG. 9(c), when the hold branch effect is a successful effect result, the hold image HG, which has moved toward the execution display area HR0, is displayed overlapping the execution image H0. At this time, the hold image HG is displayed in a layer before the execution image H0, making part of the execution image H0 invisible, but the display mode of the execution image H0 remains identifiable. In the following description, the image displayed with the hold image HG and the execution image H0 overlapping is referred to as a hold continuation image. The hold continuation image is an example of a predetermined image. By displaying the hold continuation image, it becomes possible to identify that the hold branch effect has been a successful effect result. The hold continuation image continues to be displayed until the variation game one before the special variation game ends. As described above, the special variation game is a variation game that is executed one to four times after the specific variation game. Therefore, the hold continuation image continues to be displayed until the variation game ends among the specific variation game, the variation game one time after the specific variation game, the variation game two times after the specific variation game, and the variation game three times after the specific variation game. In this way, the hold continuation image may be continuously displayed until the specific variation game ends, or may be continuously displayed after the specific variation game ends.
[0103] As shown in FIG. 9(d), if the hold branch effect results in a failure, the hold image HG, which has moved toward the execution display area HR0, is erased before it overlaps with the execution image H0. In other words, the hold continuation image is not displayed. In this way, in the hold branch effect, the hold image HG moves toward the execution display area HR0, and if the hold branch effect results in a success, the hold image HG and the execution image H0 are displayed in an overlapping state. For this reason, the hold branch effect can be said to be an effect that suggests that the result of the hold branch effect may be a success. By executing the hold branch effect during the execution of the NR effect during the execution of the specific variation game, it becomes possible to determine whether or not the hold effect will be executed before the specific variation game ends.
[0104] The hold effect processing for causing the CPU 51 to execute the hold effect and the hold branch effect will be described. When the CPU 51 inputs a fluctuation start command for the first special game, it identifies a fluctuation pattern that can be identified from the input fluctuation start command, and identifies the display mode of the execution image H0 by referring to the reservation identification value stored in the memory area corresponding to the first special reservation number = 0 of the RWM 53.
[0105] When the CPU 51 identifies the variation pattern HP3 from the input variation start command and identifies that the display mode of the execution image H0 is a blue display mode or a green display mode, the CPU 51 decides to execute a hold branching effect. Note that when the CPU 51 does not identify the variation pattern HP3 from the input variation start command or does not identify that the display mode of the execution image H0 is a blue or green display mode, it decides not to execute a hold branching effect. When the display mode of the execution image H0 becomes a blue display mode or a green display mode, a predetermined effect is executed.
[0106] When it is determined that a hold branch effect is to be executed, the CPU 51 refers to the values of the look-ahead commands stored in the storage areas of the RWM 53 corresponding to the first special hold numbers = 1 to 4 (hereinafter, these storage areas are collectively referred to as the hold storage areas). Then, the CPU 51 determines whether the hold storage areas store values of the look-ahead commands that can identify the variation pattern HP4 or HP5. If the hold storage areas store values of the look-ahead commands that can identify the variation pattern HP4 or HP5, the CPU 51 stores a value that can identify the first special hold number corresponding to the storage area in which the value of the look-ahead command is stored in the variation counter of the RWM 53. Furthermore, the CPU 51 stores a value that can identify the variation pattern (either variation pattern HP4 or variation pattern HP5) identified from the value of the look-ahead command that can identify the variation pattern HP4 or HP5 in the RWM 53 as variation pattern information of the special variation game. As an example, if the value of a look-ahead command that can identify variation pattern HP4 is stored in a memory area corresponding to the first special reserved number = 1, the CPU 51 stores "1" in the variation counter and also stores a value that can identify variation pattern HP4 as variation pattern information for the special variation game.
[0107] If multiple look-ahead command values that can identify variation pattern HP4 or variation pattern HP5 are stored in the reserved memory area, the CPU 51 stores in the variation counter a value that can identify the first special reserved number corresponding to the memory area where the variation game will be executed first among the multiple memory areas where the look-ahead command values are stored. Furthermore, the CPU 51 stores in the RWM 53 a value that can identify a variation pattern identified from the look-ahead command value stored in the memory area where the variation game will be executed first among the multiple memory areas where look-ahead command values that can identify variation pattern HP4 or variation pattern HP5 are stored, as variation pattern information for the special variation game. As an example, suppose that a look-ahead command value that can identify variation pattern HP5 is stored in the memory area corresponding to the first special reserved number = 2, and a look-ahead command value that can identify variation pattern HP4 is stored in the memory area corresponding to the first special reserved number = 4. In this case, the CPU 51 stores "2" in the variation counter and a value that can identify variation pattern HP5 as variation pattern information for the special variation game.
[0108] Furthermore, when the value of the look-ahead command that can identify the variation pattern HP4 or the variation pattern HP5 is stored in the reserved memory area, the CPU 51 stores the holdable information in the RWM 53 as information that can identify that the hold effect is executable. On the other hand, when the value of the look-ahead command that can identify the variation pattern HP4 or the variation pattern HP5 is not stored in the reserved memory area, the CPU 51 does not store the holdable information in the RWM 53.
[0109] By the CPU 51 executing such processing, the pachinko game machine 10 can determine whether or not one or more variable games that are on hold when a specific variable game is started include a variable game based on the variable pattern HP4 or the variable pattern HP5 in which an SR effect is executed (whether or not a specified condition is met).
[0110] Next, the CPU 51 determines whether or not to execute a hold effect based on the hold possibility information, the variation pattern information of the special variation game, and the value of the variation counter stored in the RWM 53. If the hold possibility information is not stored in the RWM 53, the CPU 51 determines not to execute a hold effect. On the other hand, if the hold possibility information is stored in the RWM 53, the CPU 51 determines whether or not to execute a hold effect by lottery using a predetermined random number based on a variation pattern identifiable from the variation pattern information of the special variation game (hereinafter referred to as a special variation pattern) and the value of the variation counter.
[0111] Specifically, the CPU 51 determines whether to execute a hold effect so that the execution rate of the special variation pattern when it is a jackpot variation pattern is higher than the execution rate of the special variation pattern when it is a loss variation pattern when the value of the variation counter is 1 when the value of the variation counter is 2 to 4. By executing this process, in the pachinko gaming machine 10, the expected winning rate when the hold effect is executed is relatively higher when the special variation game is the variation game two to four times after the specific variation game than when the special variation game is the variation game one time after the specific variation game. In other words, the expected winning rate is relatively higher when the execution image H0 held after the specific variation game is executed is held until a predetermined timing during the execution of the special variation game executed two to four times after the specific variation game than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed one time after the specific variation game. If the execution of the hold effect is not determined, the CPU 51 sets the value of the variation counter to 0. When determining whether or not to execute the hold effect, the CPU 51 determines the effect pattern of the hold branch effect based on the determination result of whether or not to execute the hold effect.
[0112] As shown in Fig. 10, a plurality of types of effect patterns, EP1 to EP8, are defined for the effect pattern of the hold branch effect. The effect pattern EP1 is an effect pattern that results in a failed effect in the hold branch effect. On the other hand, the effect patterns EP2 to EP8 are effect patterns that result in a successful effect in the hold branch effect.
[0113] The effect patterns EP2 to EP5 are effect patterns that can be determined when the display mode of the stored execution image H0 is blue, and are defined so that the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of effect pattern. Similarly, the effect patterns EP6 to EP8 are effect patterns that can be determined when the display mode of the stored execution image H0 is green, and are defined so that the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of effect pattern.
[0114] For example, the effect pattern EP2 is an effect pattern that can be determined when the display mode of the stored execution image H0 is blue, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is also blue. For example, the effect pattern EP7 is an effect pattern that can be determined when the display mode of the stored execution image H0 is green, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is red.
[0115] The CPU 51 determines the presentation pattern of the hold branching presentation using different tables depending on whether it is determined that the hold presentation will not be performed or that the hold presentation will be performed. Also, when it is determined that the hold presentation will be performed, the CPU 51 determines the presentation pattern of the hold branching presentation using different tables depending on whether the display mode specified from the hold specification value stored in the storage area corresponding to the first special hold number=0 of the RWM 53 is a blue display mode or a green display mode.
[0116] When the CPU 51 determines that the hold effect will not be executed, it determines the effect pattern of the hold branch effect from the first effect table. The first effect table is a table that determines the effect pattern EP1. In other words, when the CPU 51 determines that the hold effect will not be executed, it determines the effect pattern that will result in a failure effect.
[0117] On the other hand, when the CPU 51 determines that a hold effect will be executed and the display mode identified from the hold specific value stored in the memory area of the RWM 53 corresponding to the first special hold number = 0 is a blue display mode, the CPU 51 determines the display pattern of the hold branch effect from the second effect table by lottery using a predetermined random number based on the special variation pattern. The second effect table is a table in which one of the effect patterns EP2 to EP5 is determined as the display pattern of the hold branch effect. The second effect table allocates different random numbers corresponding to each effect pattern depending on whether the special variation pattern is a jackpot variation pattern or a loss variation pattern, and allocates random numbers so that the final display mode of the execution image H0 has a higher probability of winning the special variation game in the order of blue < green < red < rainbow. Note that, when the special variation pattern is a loss variation pattern, the second effect table allocates random numbers so that the allocation value corresponding to the rainbow variation pattern is 0.
[0118] Furthermore, when the CPU 51 determines that a hold effect will be executed and the display mode identified from the hold specific value stored in the memory area of the RWM 53 corresponding to the first special hold number = 0 is a green display mode, the CPU 51 determines the display pattern of the hold branch effect from the third effect table by lottery using a predetermined random number based on the special variation pattern. The third effect table is a table in which one of the effect patterns EP6 to EP8 is determined as the display pattern of the hold branch effect. The third effect table allocates different random numbers corresponding to each effect pattern depending on whether the special variation pattern is a jackpot variation pattern or a loss variation pattern, and allocates random numbers so that the final display mode of the execution image H0 has a higher probability of winning the special variation game in the order of green < red < rainbow. Note that, when the special variation pattern is a loss variation pattern, the third effect table allocates random numbers so that the allocation value corresponding to the rainbow variation pattern is 0.
[0119] When it is determined that a hold branch effect is to be executed and a presentation pattern of the hold branch effect is determined, the CPU 51 controls the presentation display device EH so that the hold branch effect is executed based on the presentation pattern determined at a timing when a predetermined time has elapsed since the start of the NR effect. In particular, when the CPU 51 determines a presentation pattern of the hold branch effect that results in a successful presentation, the CPU 51 controls the presentation display device EH so that the hold image HG is displayed in a state where it overlaps with the execution image H0 at a predetermined timing during the execution of the hold branch effect.
[0120] Furthermore, when it is determined to execute the hold effect, after the specific variation game ends, the CPU 51 subtracts 1 from the value of the variation counter stored in the RWM 53 each time a variation start command is input. When the subtracted value of the variation counter becomes 0, the CPU 51 can determine that the special variation game will start, and by counting the elapsed time since the start of the special variation game, can determine that a predetermined timing has occurred during the execution of the special variation game when a predetermined time has elapsed.
[0121] If the CPU 51 determines to execute a hold effect, it controls the effect display device EH to continue displaying the execution image H0 in the display mode at the start of the specific variation game until a predetermined timing during the execution of the special variation game. Furthermore, the CPU 51 determines the timing at which the SR effect will start by counting the elapsed time since the start of the special variation game. Then, the CPU 51 controls the effect display device EH to display the execution image H0 in the final display mode defined by the determined effect pattern of the hold branch effect during the period from the predetermined timing during the execution of the special variation game until the SR effect starts. If the CPU 51 does not determine to execute a hold effect, it erases the execution image H0 when the specific variation game ends, and controls the effect display device EH to display a new execution image H0 when a variation start command for the variation game following the specific variation game is input.
[0122] Furthermore, when the CPU 51 determines to execute a hold effect, even if a variation start command is input until a predetermined timing during the execution of the special variation game, the CPU 51 updates the value of the look-ahead command without updating the reservation specification value stored in the storage area corresponding to the first special reservation number = 0. Then, at a predetermined timing during the execution of the special variation game, the CPU 51 stores a reservation specification value capable of specifying the final display mode defined by the effect pattern of the hold branch effect in the storage area corresponding to the first special reservation number = 0 of the RWM 53. By the CPU 51 executing such processing, even if a hold effect is executed, a reservation specification value capable of specifying the display mode of the displayed execution image H0 is stored in the storage area corresponding to the first special reservation number = 0 of the RWM 53 during the period from the start of the specific variation game to before the start of the SR effect during the execution of the special variation game.
[0123] Furthermore, when the CPU 51 determines the effect pattern of the hold branching effect resulting in a successful effect result, it controls the effect display device EH to continuously display the hold continuation image until the timing when the special variation game starts. Furthermore, when the special variation game ends, the CPU 51 erases the variation pattern information and hold possible information of the special variation game stored in the RWM 53.
[0124] By the above process, the hold effect is executed for multiple variations from the specific variation game to the special variation game, so it can be said to be a continuous effect. The CPU 51 can be a determining means for determining the final variation game of the continuous effect by specifying the special variation game.
[0125] Next, the special display flag clearing process executed by the CPU 51 will be described. When the variation end command is input, the CPU 51 determines whether a special display flag is stored in the RWM 53. If a special display flag is stored, the CPU 51 determines whether the value of the variation counter is greater than 0. When a hold effect is executed, a value greater than 0 is stored in the variation counter from the time when it is determined that a hold branch effect will be executed until the special variation game starts. Therefore, if the CPU 51 determines that the value of the variation counter is greater than 0 when the variation end command is input, it can determine that when a hold effect is executed, the period is from the time when it is determined that a hold branch effect will be executed until the special variation game ends. If the value of the variation counter is not greater than 0 when the variation end command is input, the CPU 51 clears the special display flag. On the other hand, if the value of the variation counter is greater than 0 when the variation end command is input, the CPU 51 does not clear the special display flag. When the CPU 51 executes such processing and a hold effect is executed, the hold look-ahead effect will not be executed during the period from when it is decided to execute the hold branch effect until the special variable game ends, even if the CPU 51 inputs a look-ahead command.
[0126] Next, with reference to Figs. 11 to 13, an example of a presentation mode when a hold branching presentation and a hold presentation are executed will be described. First, referring to Figure 11, an example will be described in which the execution of the hold effect is determined, and the execution image H0 is held from the execution of the specific variation game until a predetermined timing during the execution of the special variation game one specific variation game later, and the display mode of the execution image H0 does not change at the predetermined timing. Note that it is assumed that the special variation game is reserved and stored before the specific variation game is started.
[0127] As shown in FIG. 11, a variation game (specific variation game) based on variation pattern HP3 (NR effect (miss)) starts at time T01. During the execution of the variation game, the execution image H0 is displayed in blue in the execution display area HR0. After that, the NR effect starts at time T02, and then the hold branch effect starts at time T03, a predetermined time after the start of the NR effect. The hold branch effect is executed based on effect pattern EP2, resulting in a successful effect result at time T04. At this time, the hold image HG is displayed overlapping the execution image H0. In other words, the display of the hold continuation image makes it possible to identify that a hold effect will be executed. The hold branch effect ends at time T04, before the end of the specific variation game. Even after the hold branch effect ends, the hold continuation image is displayed until time T05, when the specific variation game ends.
[0128] At time T05, when a variation game (special variation game) based on variation pattern HP5 starts, the hold image HG is hidden, while the execution image H0 is maintained. In other words, the hold continuation image is no longer displayed. At this time, the reserved image H1 that was displayed in the reserved display area HR1 during the execution of the specific variation game does not move to the execution display area HR0, and the execution image H0 that was displayed during the execution of the specific variation game continues to be displayed. Then, even at a predetermined timing (time T06) when a predetermined time has elapsed since the start of the variation game, the execution image H0 maintains its blue display mode. Thereafter, the execution image H0 displayed in blue is displayed until time T07 before the SR effect starts, and then is hidden during the period when the SR effect is executed from time T07 to T08. Then, when the next variation game starts, a new execution image H0 is displayed.
[0129] As described above, the hold effect of this embodiment is executed when the execution image H0 displayed in the execution display area HR0 changes to blue when the specific variation game starts, and then the hold branch effect results in a successful effect. In other words, the hold effect corresponding to the specific variation effect can be executed when a ball enters the first starting hole 12 before the execution image H0 changes to blue when the specific variation game starts. More specifically, the hold effect can be executed when a ball enters the first starting hole 12, creating a reserved memory that can become a special variation game. Furthermore, because the execution image H0 changes to blue when the specific variation game starts, the specific variation game becomes the earliest variation game when multiple variation games are reserved and stored. Furthermore, the state in which the execution image H0 is displayed in blue can continue until a specific variation game that starts after the specific variation game, specifically the special variation game, starts. Since the special variation game is a variation game based on the variation patterns HP4 and HP5, a high-expectation effect with a higher expectation than a variation game that starts before the special variation game, such as the specific variation game, is executed.
[0130] Next, an example of a case where the execution of the hold effect is not determined and the hold branching effect is executed will be described with reference to Fig. 12. Hereinafter, the description of parts that overlap with the above description will be omitted.
[0131] As shown in FIG. 12, even if the execution of the hold effect is not determined, if the execution image H0 is displayed in a blue (or green) display mode at the start of the variation, the hold branch effect will start at time T13, a predetermined time after the start of the NR effect during the execution of the specific variation game. The hold branch effect is executed based on the effect pattern EP1, resulting in a failure effect. In this case, at time T14 when the hold branch effect ends, the hold continuation image is not displayed. The execution image H0 displayed in a blue display mode is hidden at time T15 when the specific variation game ends. Then, when the next variation game starts, a new execution image H0 is displayed.
[0132] Next, referring to Figure 13, an example will be described in which the execution of a hold effect is decided, so that the execution image H0 is held from the time a specific variation game is being played until a predetermined timing during the time a special variation game is being played two times after the specific variation game, and the display mode of the execution image H0 changes at the predetermined timing.
[0133] As shown in Figure 13, when the specific variable game starts at time T21, the execution image H0 is displayed in a green display mode. After that, at time T23, the hold branching effect starts. The hold branching effect is executed based on the effect pattern EP7, resulting in a successful effect. At time T24, the display of the hold continuation image starts.
[0134] At time T25, the specific variation game ends, and the variation game based on variation pattern HP1 (normal miss) starts as the variation game after the specific variation game. At this time, the hold continuation image (execution image H0 and hold image HG) is held.
[0135] After that, at time T26, when a variation game (special variation game) based on variation pattern HP5 starts, the hold image HG is hidden, while the execution image H0 is retained. In other words, the hold continuation image is no longer displayed. Then, at a predetermined timing (time T27) when a predetermined time has elapsed since the start of the variation game, the display mode of the execution image H0 changes from a green display mode to a red display mode. In this way, the display mode of the retained execution image H0 may change from a green (or blue) display mode to a red (or rainbow) display mode at a predetermined timing during the execution of the special variation game. After that, the execution image H0, which was displayed in red display mode, is displayed until time T28 before the SR effect starts, and then is hidden during the period from time T28 to time T29 during which the SR effect is executed. Then, when the next variation game starts, a new execution image H0 is displayed.
[0136] In this way, in the effect display device EH, when the execution image H0 is displayed in a blue or green display mode in the execution display area HR0, the execution image H0 displayed in a blue or green display mode may be maintained until a predetermined timing during the execution of the special variation game that is executed after the specific variation game has ended. During the execution of the specific variation game, a reach effect (NR effect) is executed, so the execution image H0 is maintained after the reach effect is executed. Also, at a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may or may not change. Then, after the predetermined timing during the execution of the special variation game, an SR effect is executed.
[0137] In addition, in the effect display device EH, if the result of the hold branch effect is a successful effect, the hold effect is executed, and the execution image H0 is held until a predetermined timing during the execution of the special variable game. On the other hand, if the result of the hold branch effect is a failed effect, the hold effect is not executed, and the execution image H0 is hidden after the specific variable game ends.
[0138] Therefore, according to this embodiment, the following effects can be obtained. (1) For the execution image H0 indicating the probability of winning, a hold effect can be executed when the execution image H0 is displayed in blue or green, which indicates a higher probability of winning than a white display, when a variation game is started. Generally, if a hold effect is not executed, even if the execution image H0 is displayed in blue or green when a variation game is started, the execution image H0 disappears when the variation game ends, and the player's sense of expectation is lost. In contrast, by executing a hold effect, the execution image H0 displayed in blue or green may be maintained until a predetermined timing during the execution of a special variation game that is executed after the start of the variation game (specific variation game) ends. Therefore, when a hold effect is executed, the sense of expectation that can be generated from the display mode of the execution image H0 can be maintained not only during the execution of the started variation game, but also until a predetermined timing during the execution of a special variation game that is executed after the end of the variation game. Furthermore, compared to, for example, when an image that does not indicate the probability of winning by itself, such as a display pattern, is used, the effect of displaying the same image in multiple consecutive variation games can be enhanced. This can increase the player's interest in the game.
[0139] (2) The execution image H0 is an image different from the performance pattern EZ, and is an image displayed in the execution display area HR0 while the variable game is being played. Therefore, while the variable game is being played, the player can focus on the performance pattern EZ that is displayed variably, while also being able to guess the expected probability of winning and the performance content from the display mode of the execution image H0, which is different from the performance pattern EZ.
[0140] (3) The execution image H0 may be held after a reach effect (NR effect) is executed during the execution of a specific variable game. Therefore, if the execution image H0 is held after a miss in the reach effect, it is possible to lift the spirits of a player who was disappointed because the reach effect was a miss, and to keep the player hopeful of hitting a jackpot until the special variable game ends.
[0141] (4) Reach effects include NR effects and SR effects, which have a higher probability of winning than NR effects. After the execution image H0 is held, the SR effects are executed during the execution of the special variable game. Therefore, by holding the execution image H0, the player can understand that the SR effects will be executed during the execution of the special variable game, and can expect that a winning symbol combination will be derived in the SR effects.
[0142] (5) The special variation game is a variation game that is on hold when a specific variation game is started, and is executed one to four times after the specific variation game has been played. Therefore, for example, if multiple variation games are on hold when a specific variation game is started and the execution image H0 displayed in blue or green is held after the specific variation game ends, the player can expect that one of the multiple variation games that was on hold when the specific variation game started will result in a jackpot. Then, when the execution image H0 is held after the specific variation game ends, the player can enjoy the fun of guessing which of the multiple variation games that was on hold when the specific variation game started will most likely result in a jackpot.
[0143] (6) When the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed two to four times after the specific variation game, the probability of winning is relatively higher than when the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed one time after the specific variation game. Therefore, when the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed two to four times after the specific variation game, the expectation of winning a jackpot can be further increased compared to when the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed one time after the specific variation game. Furthermore, when the execution image H0 is held, it is possible to draw particular attention to whether the execution image H0 will be held until a predetermined timing in the variation game that is executed two times after the specific variation game, thereby increasing interest in the game.
[0144] (7) When the execution image H0 is held until a predetermined timing during the execution of the special variable game, the display mode of the execution image H0 may change at the predetermined timing from a blue or green display mode to a red or rainbow display mode, which has a higher probability of winning than the previous display mode. Therefore, it is possible to draw attention to whether the display mode of the execution image H0 changes at the predetermined timing, and to expect that it will change to a display mode with a higher probability of winning.
[0145] (8) The predetermined timing during the execution of the special variation game is a timing before the timing at which the reach effect can be started during the execution of the special variation game. Therefore, when the execution image H0 is held, during the execution of the special variation game, the player can infer the probability of winning from the display state of the execution image H0 at the predetermined timing before the reach effect is executed, and can then enjoy the reach effect that is executed after the predetermined timing.
[0146] (9) At a predetermined timing during the execution of the special variable game, whether or not the display mode of the execution image H0 changes from a blue or green display mode to a red or rainbow display mode, the execution image H0 continues to be displayed during the period from the predetermined timing to the execution of the SR effect. Therefore, regardless of the display mode of the execution image H0 at the predetermined timing, the expected probability of a win can be predicted from the display mode of the execution image H0 during the period from the predetermined timing to the execution of the SR effect. Furthermore, after the SR effect starts, regardless of the special display mode of the execution image H0 before the start of the SR effect, the player can enjoy the SR reach effect without being distracted by the execution image H0.
[0147] (10) The hold branch effect is an effect that suggests that the result of the hold branch effect may be a successful effect. Therefore, when the hold branch effect is executed, the player can understand that a situation may arise in which the execution image H0 is held until a predetermined timing during the execution of the special variation game that is executed after the specific variation game. Therefore, the player can pay attention to whether or not the hold branch effect is executed during the execution of the variation game. If the hold branch effect results in a successful effect, the execution image H0 is held until a predetermined timing during the execution of the special game, while if the hold branch effect results in a failure, the execution image H0 is hidden after the specific variation game ends. Therefore, the player can expect a successful effect in the hold branch effect, and when a successful effect results, the player can definitively understand that the execution image H0 will be held until a predetermined timing during the execution of the special variation game, thereby heightening the player's expectations.
[0148] (11) The hold branch effect ends before the specific variable game ends. If the hold branch effect results in a successful effect, a hold continuation image indicating the successful effect is displayed from the end of the hold branch effect until the end of the variable game immediately preceding the special variable game. Therefore, even if a player misses the result of the hold branch effect, if the hold branch effect results in a successful effect, the player can understand that the effect has been successful by checking the display of the hold continuation image from the end of the hold branch effect until the end of the variable game immediately preceding the special variable game. The hold continuation image is displayed until the end of the specific variable game. Therefore, compared to when the hold continuation image is not displayed, it is easier for the player to understand that the execution image H0 will be maintained even after the specific variable game ends, before the specific variable game ends. As a result, the player can anticipate that the special variable game executed after the specific variable game will result in a jackpot before the specific variable game ends, thereby preventing the player from feeling disappointed when the specific variable game ends without a jackpot.
[0149] (12) The hold continuation image continues to be displayed until the variation game immediately preceding the special variation game ends. In other words, when the displayed hold continuation image disappears, the player can identify that the special variation game has started. This allows the player to know when the special variation game will start, and thus draws particular attention to the special variation game.
[0150] (13) When the execution image H0 is held, the reserved images H1 to H4 are not displayed in a special display mode. Therefore, compared to when the reserved images H1 to H4 are displayed in a special display mode when the execution image H0 is held, it is possible to more easily draw attention to the held execution image H0.
[0151] (14) At a predetermined timing during the execution of the special variable game, the display mode of the execution image H0 may change from a blue or green display mode to a red or rainbow display mode. Therefore, even if the reserved image is displayed in a blue or green display mode when the reserved image pre-reading effect is executed, the hold effect is executed after the reserved image is displayed as the execution image H0, so that the display mode of the execution image H0 can be expected to change to a red or rainbow display mode at a predetermined timing during the execution of the special variable game.
[0152] The above-described embodiment can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0153] The timing when the display mode of the execution image H0 displayed in the execution display area HR0 changes to blue or green may be when the variation pattern HP3 begins to change or while the variation pattern HP3 is changing. The timing of the change may also be before the variation pattern HP3 begins to change, i.e., while the execution image H0 is displayed in the hold display areas HR1 to HR4. In other words, when the execution image H0 changes to blue or green, there is a possibility that a hold branch effect and a hold effect will be executed thereafter. The blue or green display mode of the execution image H0 or the variation of an NR effect usually indicates a low probability of winning. However, by executing a hold effect in such cases, it is possible to create a sense of anticipation for a win even when an effect with a low probability of winning is being executed. Furthermore, by effectively using such effects with a low probability of winning to create a sense of anticipation for a win, it is possible to expand the variety of effects. The hold branch effect and the hold effect may be executable when the display mode of the execution image H0 is blue.
[0154] The hold effect can be executed when the fluctuation patterns are HP4 and HP5, but when the hold effect is executed, it may be in a situation where a high expectation effect such as fluctuation patterns HP4 and HP5 is likely to be executed.
[0155] The hold effect may be an effect that increases the probability of winning when it is executed compared to when it is not executed. In this case, even if the same effect is used, that is, the display mode of the execution image H0 is blue or green, the probability of winning can be made different depending on whether the hold effect is executed or not.
[0156] The degree of expectation that can be created by the hold effect may be other degrees of expectation in addition to or instead of the degree of expectation of winning. For example, the degree of expectation may be the type of jackpot game (the number of rounds) or the advantageous state of the game after the jackpot game. The advantageous state of the game may be any of or any combination of the following: whether or not a probability variable state is granted, the number of times that the probability variable state continues, whether or not a high ball entry rate state is granted, the number of times that the high ball entry rate state continues, etc.
[0157] The presentation mode of the hold effect includes continuously displaying the display mode of the execution image H0 in a blue or green display mode. The presentation mode of the hold effect also includes further changing the display mode of the execution image H0 to a red or rainbow display mode that is different from either the white display mode or the blue or green display mode. As described in the above embodiment, the display mode includes a white display mode, which is a predetermined mode, and a special display mode, which is a display mode other than white. The special display mode includes a specific mode, which is a blue or green display mode, and a special mode, which is a red or rainbow display mode. Note that such changes in display mode are also performed in the hold pre-reading effect.
[0158] The hold effect only needs to be executed until the special variable game starts, and its end timing may be changed. For example, the end timing may be until a predetermined time has passed since the start of the special variable game, or when the game develops into an SR effect.
[0159] In the above embodiment, the expectation level suggested by the execution image H0 and the pending images H1 to H4 was the expectation level of a big hit, but it may also be the combined expectation level of a big hit and the expectation level of a small hit, or it may also be the expectation level of a small hit.
[0160] In the above embodiment, the SR effect was a reach effect with a higher expectation of a jackpot than the NR effect, but the SR effect may also be a reach effect with a higher expectation of a combined jackpot and small jackpot than the NR effect, or may be a reach effect with a higher expectation of a small jackpot.
[0161] When the execution image H0 is held, the probability of a jackpot is higher when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed two to four times after the specific variation game than when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed one time after the specific variation game, but this is not limited to this. The combined probability of a jackpot and a small jackpot may be higher when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed two to four times after the specific variation game than when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed one time after the specific variation game. Also, the probability of a small jackpot may be higher when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed two to four times after the specific variation game than when the execution image H0 is held until a predetermined timing during the execution of a special variation game executed one time after the specific variation game.
[0162] After the execution image H0 is held, an SR effect may not be executed during the execution of the special variation game. In this case, for example, the predetermined condition may be satisfied when one or more variation games held when the specific variation game is started include a variation game based on one of variation patterns HP2, HP3, in which an NR effect is executed, and variation patterns HP4, HP5, in which an SR effect is executed. For example, if an SR effect is not executed during the execution of the special variation game, the display mode of the execution image H0 held in blue or green may not change at a predetermined timing. Furthermore, even if an SR effect is not executed during the execution of the special variation game, an NR effect may be executed. By holding the execution image H0, the player can understand that an NR effect will be executed during the execution of the special variation game, but cannot know that an SR effect will be executed, and can understand that an SR effect may be executed. Furthermore, because the player can understand that an SR effect will be executed when the display mode of the execution image H0 changes at a predetermined timing, the player can further pay attention to whether the display mode of the execution image H0 changes at the predetermined timing.
[0163] Although the four types of special display modes of the execution image H0 and the reserved images H1 to H4 shown in FIG. 8 have been defined, this is not limitative. For example, a flashing display mode may be included in addition to the four types of special display modes shown in FIG. 8. In this case, the flashing display mode may be a display mode with a higher expectation of winning than the white display mode and a lower expectation of winning than the blue display mode. The flashing display mode may be a display mode included in the second mode. Furthermore, for example, the special display mode may not include one or more of the four types of special display modes shown in FIG. 8. For example, the special display mode may not include the blue display mode, and may not include the green display mode. Furthermore, for example, the special display mode may not include the blue display mode and the rainbow display mode.
[0164] When the execution image H0 is displayed in a blue or green display mode, the NR or SR effect may not be executed during the execution of the variation game that started when the execution image H0 was displayed. In other words, the second mode of the execution image H0 and the reserved images H1 to H4 may be a display mode with a higher jackpot expectation than the first mode, suggesting that a reach effect may or may not be executed during the execution of the variation game that started when the execution image H0 was displayed. In this case, the execution image H0 may be displayed in the second mode during the execution of a variation game based on the variation patterns HP1 to HP5. Even if the execution image H0 is displayed in the second mode when a variation game based on the variation patterns HP1 and HP3 starts, the execution image H0 may be retained after the variation game ends, thereby executing a hold effect similar to the above embodiment. In other words, the execution image H0 may be retained regardless of whether a reach effect is executed or not in the specific variation game that started when the execution image H0 was displayed in the second mode. This allows players to expect that the execution image H0 will be held regardless of whether a reach effect is executed during the execution of a specific variation game. In this case, it is preferable to enable the hold branch effect to be executed for a predetermined period even during the execution of a variation game based on variation pattern HP1. Also, as in this modified example, the execution image H0 may be held after the end of a variation game based on variation pattern HP1, and the execution image H0 may not be held after the end of a variation game based on variation pattern HP3. In other words, the execution image H0 may not be held after the reach effect is executed.
[0165] When the execution image H0 is held until a predetermined timing during the execution of the special variable game, the reach effect may or may not be executed during the execution of the special variable game. In this case, whether or not to execute the hold effect may be determined when the special variable game starts, regardless of whether or not a predetermined condition is met. Furthermore, as in the above modified example, the second mode of the execution image H0 and the reserved images H1 to H4 may be a display mode with a higher expectation of a jackpot than the first mode, and may be a display mode that suggests that the reach effect may or may not be executed during the execution of the variable game that starts when the execution image H0 is displayed.
[0166] If the execution image H0 is held until a predetermined timing during the execution of the special variation game, an NR effect or an SR effect may be executed during the execution of the special variation game. In this case, the predetermined condition may be a condition that is established when one or more variation games that are on hold when the specific variation game is started include a variation game based on variation patterns HP2 to HP5.
[0167] As in the above embodiment, on the premise that the "variable display" and "stop display" of the effect symbol EZ are executed during the execution of the variable game, in the variable game that starts when the start conditions of the special game are met, the effect symbol may be stopped and displayed after the variable display of the effect symbol EZ is executed multiple times. In this case, the reach effect may be executed in the final variable display of the multiple variable displays of the effect symbol EZ. Furthermore, in addition to or instead of the final variable display, the reach effect may be executed in the variable display executed before the final variable display, such as the first variable display and the variable display executed between the first variable display and the final variable display.
[0168] The presentation mode of the hold branching effect is not limited to the presentation mode of the above embodiment. For example, the presentation mode of the hold branching effect may be a presentation that suggests that the hold image HG is displayed at a specific position in the image display area R that is different from the execution display area HR0. If the presentation result is successful, the hold image HG may be displayed at the specific position, while if the presentation result is unsuccessful, the hold image HG may not be displayed in the image display area R. In this case, the hold image HG that was displayed at the specific position when the presentation result was successful may be displayed as a hold continuation image. In this case, if the presentation result is successful in the hold branching effect, the hold image HG will not be displayed in a state where it overlaps with the execution image H0. In other words, the entire execution image H0 will be visible even while the hold continuation image is displayed.
[0169] The hold continuation image may be hidden at any time after the specific variation game ends. For example, it may be displayed until a predetermined time has elapsed after the specific variation game ends. In this way, the hold continuation image may be displayed from the end of the hold branch effect until at least the end of the specific variation game. As with the above embodiment, this modified example also makes it easier for players to understand that the execution image H0 will be retained even after the specific variation game ends, compared to when the hold continuation image is not displayed. As a result, players can expect the special variation game executed after the specific variation game to be a jackpot before the specific variation game ends, thereby reducing player disappointment when the specific variation game ends without a jackpot.
[0170] If the execution image H0 is held until a predetermined timing during the execution of a special variation game, and the special variation game is a variation game two times after the specific variation game, a hold branch effect may be executed at a predetermined timing during the execution of the variation game executed one time after the specific variation game. In this case, the hold branch effect executed in the variation game one time after the specific variation game may result in a successful effect, similar to the hold branch effect executed during the execution of the specific variation game. Furthermore, in any of the hold branch effects executed multiple times, the hold continuation image may be hidden when the variation game in which the hold branch effect is executed ends.
[0171] The pachinko gaming machine 10 may have multiple types of presentation modes. In this case, depending on the type of presentation mode, one or both of the background image displayed on the presentation display device EH and the sound output from the speaker SP during execution of the variable game may be configured to be different. The shapes of the execution image H0 and the reserved images H1 to H4 may also be different depending on the type of presentation mode. Furthermore, depending on the type of presentation mode, there may be presentation modes in which a hold branching presentation and a hold presentation are executed, and presentation modes in which a hold branching presentation and a hold presentation are not executed.
[0172] In the above embodiment, when the hold effect is executed, the hold branch effect may not be executed. In this case, after the execution image H0 is displayed in blue or green, it is possible to determine whether the execution image H0 will be held even after the start of the next specific variation game, depending on whether the execution image H0 is hidden when the specific variation game ends.
[0173] In the above embodiment, the execution image H0 may be held until a predetermined timing during the execution of a variation game that is executed one to four times after the specific variation game, but this is not limited to this. The execution image H0 may be held until a predetermined timing during the execution of a variation game that is executed one to three times after the specific variation game, or may be held until a predetermined timing during the execution of a variation game that is executed one or two times after the specific variation game.
[0174] While the execution image H0 is being held, if the power supply to the pachinko gaming machine 10 is interrupted and then resumed, the execution image H0 may not be displayed. In other words, if the power supply to the pachinko gaming machine 10 is interrupted and then resumed, the execution image H0 may no longer be held. A new execution image H0 may be displayed when the first variable game is started after the power supply is resumed. In this case, the effect display device EH may be controlled to display a new execution image H0 when the CPU 51 inputs a variation start command. Alternatively, a new execution image H0 may be displayed when the next variable game after the special variable game is started after the power supply is resumed. In this case, the pachinko gaming machine 10 may have a backup power supply and be configured to back up the value of the variation counter stored in the RWM 53 if the power supply is interrupted. Then, after the power supply is resumed, the CPU 51 subtracts 1 from the value of the backed-up variation counter each time it inputs a variation start command, and when the value of the variation counter reaches 0, it controls the performance display device EH to display a new execution image H0 when it inputs a variation start command for the next variation game.
[0175] If the power supply to the pachinko gaming machine 10 is interrupted (power supply is cut off) while a hold effect is being executed and before the end condition of the hold effect is met and its execution is restricted, and then the power is restored, the execution of the hold effect after the power supply is restored may be restricted. In other words, the hold effect will not be executed after the power supply is restored. In this case, the display mode of the execution image H0 after the power supply is restored may be the same display mode as before the power supply was cut off, or it may be a white display mode, i.e., a state without a special display mode. Regardless of the display mode of the execution image H0, the effect display device EH may restrict the execution of the hold effect, which may change the expectation level that can be determined from the display content. This allows the player to experience different sensations before and after the power supply is cut off.
[0176] After the execution image H0 has turned blue or green, if the power is cut off before the hold branch effect is executed and then restored, the hold branch effect may be executed. Also, after restoration, if the hold branch effect is executed, the execution image H0 may return to the blue or green display mode. By executing the miss indication effect, it is possible to recognize that the state has returned to before the power was cut off.
[0177] The execution image H0 may not be displayed while the SR effect is being executed, regardless of whether the execution image H0 is held. On the other hand, the execution image H0 may be displayed even while the SR effect is being executed, regardless of whether the execution image H0 is held or not. Note that, when the execution image H0 is displayed while the SR effect is being executed, the display mode of the execution image H0 may be configured to be able to change to a display mode with a higher expectation of a jackpot than the display mode of the currently displayed execution image H0 at a predetermined timing during the execution of the SR effect.
[0178] During the execution of the SR performance, the reserved images H1 to H4 may or may not be displayed. The execution image H0 may be hidden when the SR effect starts, and after the SR effect ends, the hidden execution image H0 may be redisplayed before the variable game in which the SR effect was executed ends.Then, the redisplayed execution image H0 may be hidden at the timing when the variable game in which the SR effect was executed ends.
[0179] Each time a special game is started, the reserved image moves in the reserved display area HR4 → HR3 → HR2 → HR1 → HR0 in that order, and at the time the reserved image moves, the display mode of the reserved image may change to a display mode that has a higher expectation of a jackpot than the display mode of the reserved image before the move.
[0180] In addition to or instead of the above embodiment, when the execution image H0 is displayed in a red or rainbow display mode, the variable game that starts when the execution image H0 is displayed may be a specific variable game, and the execution image H0 may be held until a predetermined timing during the execution of a special variable game that is executed after the specific variable game ends. In this case, when the execution image H0 is held, as in the above embodiment, the SR effect may not be executed during the execution of the specific variable game, and a hold branching effect may be executed during the execution of the NR effect. Furthermore, when the execution image H0 displayed in a red display mode is held, the display mode of the execution image H0 may or may not change from the red display mode to the rainbow display mode at a predetermined timing during the execution of the special variable game.
[0181] The multiple types of display modes for the execution image H0 and the reserved images H1 to H4 have different colors of images displayed depending on the type of display mode, but this is not limited to this, and the shape of the image displayed may also differ depending on the type of display mode.
[0182] When the execution image H0 is held until a predetermined timing during the execution of the special variation game two specific variation games, a reach effect with a lower expectation of a jackpot than the reach effect executed during the execution of the special variation game executed two specific variation games may be executed during the execution of the variation game one specific variation game. For example, when the execution image H0 is held until a predetermined timing during the execution of the special variation game two specific variation games, an NR effect may be executed during the execution of the variation game one specific variation game.
[0183] After the execution image H0 is displayed in a white display mode when a variation game based on the variation pattern HP3 (NR effect (miss)) is started, the display mode of the execution image H0 may change from the white display mode to a special display mode at a specific timing before the NR effect is started during the execution of the variation game. In this case, when the variation game based on the variation pattern HP3 is started, it is preferable to determine which special display mode the display mode of the execution image H0 will change to at the specific timing. Then, a variation game based on the variation pattern HP3 in which the display mode of the execution image H0 changes to a blue or green display mode at the specific timing may be set as a specific variation game, and a hold branch effect and a hold effect may be executed as in the above embodiment.
[0184] When multiple variation games are executed consecutively, a predetermined interval may be set between the end of one variation game and the start of the next variation game. In this case, the execution image H0 displayed when one variation game starts is retained even after the start of the next variation game, and is thereby retained during the predetermined interval.
[0185] For example, suppose that a specific variation game is started with multiple variation games on hold, and the variation game executed after one specific variation game is a variation game without a reach effect (a variation game based on variation pattern HP1), and the variation game executed after two specific variation games is a variation game with an SR effect. Given this situation, the variation game executed after one specific variation game may be a special variation game, and the execution image H0 displayed in a blue or green display mode may be held until a predetermined timing during the execution of the special variation game. Furthermore, at the predetermined timing, the display mode of the execution image H0 may change to a red or rainbow display mode. Regardless of whether the display mode of the execution image H0 has changed at the predetermined timing, the execution image H0 may be held again from a predetermined timing during the execution of the special variation game until a predetermined timing during the execution of the variation game executed one special variation game later (two specific variation games later).
[0186] The relative probability of winning may be the same whether the special variable game is a variable game one time after the specific variable game or whether the special variable game is a variable game two to four times after the specific variable game.
[0187] In addition to or instead of the above embodiment, a hold look-ahead effect may be executed for the second special game in either or both of the first and second advantageous states. Furthermore, a hold effect and a hold branch effect may be executed in both the first and second advantageous states.
[0188] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V zone") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.
[0189] If a small win is won in the special win lottery, a small win game (winning game) may be awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win rush) compared to a normal game state (for example, normal state).
[0190] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates gaming balls, which are an example of gaming media, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0191] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.
[0192] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-integrated control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, an audio control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, audio control substrate, and lamp control substrate may be the same substrate. Furthermore, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.
[0193] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main board 40 and the sub-board 50. The functions of the main board 40 may also be realized by dividing them into multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.
[0194] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be additionally described below. (i) A gaming machine comprising an effect display means for displaying effects and a control means for controlling the display content of the effect display means, wherein the effect display means is capable of executing a predetermined effect while a specific variation pattern is changing, and a miss indication effect is capable of being executed after the predetermined effect, and the effect display means is capable of executing a specific effect in response to a ball entering a starting means before the specified effect is executed, and the specific effect may be executed after the miss indication effect is executed, or may be executed after the miss indication effect is executed.
[0195] (b) The effect display means has a first display area and a second display area, the first display area is an area for displaying a first image corresponding to a variable game that has not yet started and is stored as pending memory, the second display area is an area for displaying a second image corresponding to a variable game that is currently being executed, and neither the first image nor the second image is displayed during standby when the variable games stored as pending memory are at zero, and the predetermined effect is executed in the second display area.
[0196] (c) A gaming machine described in the technical idea (a) or (b) in which a high expectation effect is not executed or is difficult to execute during the fluctuation of the specific fluctuation pattern in which the miss suggestion effect is executed.
[0197] (ii) A gaming machine in which a variable game is stored as a reserved memory when a reservation condition for suspending the execution of the variable game is met by a ball entering the starting means, the gaming machine comprising: a display means for displaying a display effect; and a control means for controlling the display content of the display means; the gaming machine is capable of storing one variable game in a reserved state for one ball entering the game; and is also capable of suspending the execution of multiple variable games; the display means may execute a predetermined display when the earliest variable game of the multiple variable games is started while the execution of the multiple variable games is suspended; the predetermined display is an effect that can be continued until a specific variable game of the multiple variable games that starts after the earliest variable game; and when the specific variable game starts, a high expectation display with a higher expectation than a variable game that started before the specific variable game is executed, or the high expectation display is likely to be executed.
[0198] (e) A gaming machine comprising an effect display means for displaying effects and a control means for controlling the display content of the effect display means, wherein the effect display means is capable of executing a predetermined effect while a specific variation pattern is changing, and a miss indication effect is capable of being executed after the predetermined effect, and the effect display means is capable of executing a specific effect in response to a ball entering the starting means before the predetermined effect is executed, and the specific effect may be executed after the miss indication effect is executed, or may be executed after the miss indication effect is executed, and the expected degree of obtaining a predetermined profit may differ even if the presentation form of the predetermined effect is the same.
[0199] (F) The gaming machine described in the technical idea (E) stores the variable game as a reserved memory when a hold condition for suspending the execution of the variable game is met by a ball entering the starting means, and the specific effect is not executed if no ball enters the starting means before the predetermined effect is executed.
[0200] (g) A gaming machine in which a variable game is stored as a reserved memory when a reservation condition for suspending the execution of the variable game is met by a ball entering the starting means, the gaming machine comprising: a display means for displaying a presentation; and a control means for controlling the display content of the display means, wherein the gaming machine can reserve and store one variable game for one ball entering, and can reserve the execution of multiple variable games, and when the execution of the multiple variable games is reserved and the earliest variable game of the multiple variable games is started, the display means may execute a predetermined presentation, and the predetermined presentation is an presentation that can be continued until a specific variable game of the multiple variable games that starts after the earliest variable game, and when the specific variable game is started, a high expectation presentation with a higher expectation than a variable game that started before the specific variable game is executed, or the high expectation presentation is more likely to be executed, and even if the presentation form of the predetermined presentation is the same, the expectation of obtaining a predetermined profit may differ.
[0201] (c) A gaming machine comprising an effect display means for displaying effects and a control means for controlling the display contents of the effect display means, wherein the effect display means is capable of executing a predetermined effect while a specific variation pattern is changing, and a miss indication effect can be executed after the predetermined effect, wherein the effect display means is capable of executing a specific effect when a ball enters the starting means before the predetermined effect is executed, and the specific effect may be executed when the miss indication effect is executed, and if the power is cut off after the specific effect is executed and then restored before the end condition of the specific effect is met and its execution is restricted, the execution of the specific effect after restoration is restricted, and the restriction on the execution of the specific effect may change the expected probability of obtaining a predetermined profit that can be identified from the display contents of the effect display means before and after the power is cut off.
[0202] (i) A gaming machine according to the technical idea (h) in which, after the predetermined effect is executed, if the power is cut off and then restored, at least the slippage suggestion effect is executed. (J) In a gaming machine capable of executing a continuous performance for a variable game that has not yet started and is stored as a reserved memory, the gaming machine is provided with a performance display means for displaying the continuous performance, a control means for controlling the display content of the performance display means, and a determination means for determining the final variable game that will be the target of the continuous performance when the execution condition for the continuous performance is established, and the execution condition for the continuous performance may be established during the fluctuation of a specific fluctuation pattern, and the fluctuation of the specific fluctuation pattern is a fluctuation that causes a losing symbol to be derived at the end of the fluctuation, and the execution of the continuous performance during the fluctuation of the specific fluctuation pattern In a situation where the execution condition is established, the determination means can determine as the final variation game a variation game that can become a variation of a special variation pattern from among the variation games stored as reserved memory at that time, the special variation patterns include multiple patterns with the same content of reach variation and have a higher expectation of winning than the specific variation patterns, the special variation patterns are multiple patterns with the same content of reach variation and have a higher expectation of winning than the specific variation patterns, and the effect display means can execute a specific effect at least until the final variation game is started.
[0203] (k) A gaming machine in which a variable game is stored as a reserved memory when a reservation condition for suspending the execution of the variable game is established by a ball entering a starting means, the gaming machine comprising: a display means for displaying a presentation; and a control means for controlling the display content of the presentation display means, the gaming machine having a display area for displaying a specific image corresponding to the variable game, the specific image being an image that is not displayed during standby when the variable game stored as a reserved memory has reached zero, there being a plurality of display modes for the specific image, which can be distinguished depending on the expected degree of winning, and after the display mode of the specific image changes from a predetermined mode to a specific mode during the fluctuation of a specific variable pattern, a specific presentation can be executed for the variable game that has been reserved and stored, and the presentation mode of the specific presentation includes continuing to display the specific image in the specific mode, and further changing the display mode of the specific image to a special mode different from either the predetermined mode or the specific mode. [Explanation of symbols]
[0204] 10...Pachinko gaming machine 40...Main board 41...CPU 42...ROM 43...RWM 44...Random number generation circuit 50...Sub-board 51...CPU 52...ROM 53...RWM DE...Performance device group EH...Performance display device EP1 to EP8...Performance pattern EZ...Performance design H0...Execution image H1 to H4...Hold image HG...Hold image HR0...Execution display area HR1 to HR4...Hold display area HP1 to HP5...Variation pattern LA...Decorative lamp R...Image display area SP...Speaker
Claims
[Claim 1] In a gaming machine in which, when a hold condition for holding the execution of a variable game is established by a ball entering a starting means, the variable game is stored as a hold memory, a performance display means for displaying a performance; a control means for controlling the display content of the performance display means; The effect display means can execute a specific effect in response to a ball entering the starting means before a predetermined effect is executed, In the gaming machine, one variable game can be reserved and stored for one ball entry, and the execution of multiple variable games can be reserved; The execution of the plurality of variable games is held, and when the earliest variable game among the plurality of variable games is executed, the predetermined effect may be executed by the effect display means. The predetermined effect is an effect that can be continued until a specific variation game that is executed after the earliest variation game among the plurality of variation games, The specific effect ends when the specific variable game is executed, When the specific variable game is executed, a high expectation effect with a higher expectation than the variable game executed before the specific variable game is executed, or the high expectation effect is likely to be executed, Even if the performance mode of the predetermined performance is the same, the expected degree of obtaining a predetermined profit may differ. The gaming machine is characterized in that after the predetermined performance is executed, one or more variation games can be executed, and whether the specific variation game is the one or more variation games, the probability of winning the specific variation game remains the same regardless of the number of times.
Citation Information
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