Gaming machine
The gaming machine addresses the need for enhanced player engagement through customizable operation units and display effects, offering dynamic gameplay experiences that improve player enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2022-11-14
- Publication Date
- 2026-05-11
AI Technical Summary
Existing gaming machines lack innovative operation effects to enhance player engagement and interest in the game.
The gaming machine incorporates customizable operation units and display effects, including specific and non-specific operation images, performance symbol variation games, and enhanced visual and auditory cues to create dynamic gameplay experiences.
This enhances player enjoyment by providing varied and engaging gameplay interactions, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a gaming machine such as a pachinko machine can execute an operation effect that prompts an operation of an operation unit. For example, the gaming machine described in Patent Document 1 attempts to improve the interest in the game by executing an operation effect in which an image or the like that prompts an operation of an operation button, which is an example of the operation unit, is displayed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in recent years, it has been desired to further improve the interest in the game by devising the operation effect.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is It is possible to run special symbol variation games using special symbols and performance symbol variation games using performance symbols. In a gaming machine capable of customizing effects, it includes an operation unit operable by a player and a display effect unit that executes a display effect. The operation unit includes a specific operation unit and a non-specific operation unit. Among the effects executable by the display effect unit, there are An operation image will be displayed. an operation effect that prompts an operation of the specific operation unit, an operation result effect executable when the specific operation unit is operated in the operation effect, and an operation provoking effect executable before the operation effect is executed. The aforementioned operation images include a normal operation image and an upgrade operation image, the upgrade operation image having a higher probability of being advantageous compared to the normal operation image, the operation prompting effect displays a specific image, the specific image is an image that suggests in advance the operation unit that prompts operation in the operation effect that is performed after the operation prompting effect is executed,During the execution of the aforementioned operation prompting animation, the operation of the specific operation unit prompting an operation in the subsequent operation prompting animation is not reflected, while the operation of the non-specific operation unit is reflected in the customization. During periods when the operation prompting animation is not being executed, there are periods when neither the operation of the specific operation unit nor the non-specific operation unit is reflected. During the execution of the aforementioned operation prompting animation, the operation of the specific operation unit is not reflected in the customization, while the operation of the non-specific operation unit is reflected in the customization. During periods when the operation prompting animation is not being executed, there are periods when the operation of the specific operation unit is reflected in the customization. Furthermore, the specified image is an image that makes it impossible to determine which of the normal operation image and the upgrade operation image will be displayed in the subsequent operation performance, the display performance unit displays the performance symbol variation game, the performance symbols, a background image, an execution image that can identify that the special symbol variation game is in progress, and a pending image that can identify the number of special symbol variation games whose execution is pending, and during the execution of the operation prompting performance, the performance symbols displayed at the edge of the display performance unit do not have reduced visibility compared to before the operation prompting performance is executed, the background image, the execution image, and the pending image have reduced visibility compared to before the operation prompting performance is executed, multiple operation performances are possible in the performance symbol variation game, the operation prompting performance is not executed before the operation performance executed before a reach is formed in the performance symbol variation game, and is executable before the operation performance executed after a reach is formed. The gist of this is to say that. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the enjoyment for players. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a pachinko game machine. [Figure 2] This is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 3] Figures (a) to (c) show the presentation modes of the first device presentation. [Figure 4] Figures (a) to (c) show the presentation modes of the second device presentation. [Figure 5] This is a timing chart showing the configuration in which the first device effect and the second device effect are performed during the execution of a single variable game. [Figure 6] Figures (a) to (d) show the presentation modes of the third device presentation. [Figure 7] This is a timing chart showing the behavior when a promotion chance animation occurs during the third device animation. [Figure 8] Figures (a) to (d) show the different presentation patterns for the promotion chance sequence. [Figure 9] This figure shows an example of a performance pattern for the third device. [Figure 10]This timing chart shows what happens when the power supply is interrupted during the execution of the third device's performance. [Figure 11] This is a timing chart showing an example of when a performance designed to provoke or incite the player to manipulate the gameplay is performed. [Figure 12] This timing chart shows the behavior when an action prompt is performed and customization is carried out during the execution of an SR (Super Rare) effect. [Modes for carrying out the invention]
[0010] [First Embodiment] The following describes a first embodiment of a pachinko gaming machine, which is an example of a gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.
[0011] As shown in Figure 1, the pachinko game machine 10 of this embodiment is a non-circulating type pachinko game machine that receives game balls from island equipment (not shown) and can pay out prize balls to players.
[0012] The pachinko game machine 10 comprises a frame 11. The frame 11 comprises an outer frame 11a for fixing the machine to the island equipment and a mounting frame 11b for mounting various game components. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is assembled to the mounting frame 11b. The mounting frame 11b is equipped with protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.
[0013] The pachinko gaming machine 10 includes a speaker SP. The speaker SP is capable of executing an effect (hereinafter referred to as a voice effect) that outputs a predetermined voice. The predetermined voice includes music, sound effects, and the like. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA is capable of executing an effect (hereinafter referred to as a light emission effect) by lighting, blinking, and extinguishing a built-in light emitter (not shown). The pachinko gaming machine 10 includes a firing handle HD in the lower right portion of the mounting frame 11b. The firing handle HD is operated when firing a game ball.
[0014] As an example of an operation device operable by a player, the pachinko gaming machine 10 includes a first button D1, a second button D2, and a third button D3. The first button D1, the second button D2, and the third button D3 are provided on the front surface of the pachinko gaming machine 10. The first button D1 and the third button D3 are button-type operation devices configured to enable a pressing operation. The second button D2 is a button-type operation device configured to enable a pushing operation. The first button D1 and the second button D2 are single buttons displaceable by an operation. On the other hand, the third button D3 includes a plurality of buttons displaceable by an operation, such as an upper button D3u, a lower button D3d, a left button D3l, and a right button D3r. The second button D2 is an operation device configured to have a larger appearance than the first button D1. The first button D1 and the second button D2 are operation devices configured to have a larger appearance than the third button D3. Note that the size of the appearance of the first button D1, the second button D2, and the third button D3 is the size of the area of the pressing portion (operation portion) that is exposed outside the machine and can be touched by the player in each button. Not limited to this, the size of the appearance of the first button D1, the second button D2, and the third button D3 may be the volume of the entire structure constituting each button. The first button D1 and the second button D2 are examples of operation portions operable by a player. The first button D1 is an example of a first operation portion, and the second button D2 is an example of a second operation portion.
[0015] The first button D1 is configured to be displaceable between an initial position and an operation position pushed in a predetermined direction (for example, downward) from the initial position. The second button D2 is configured to be displaceable between an initial position and an operation position pushed in a predetermined direction (for example, backward) from the initial position. The upper button D3u, the lower button D3d, the left button D3l, and the right button D3r that constitute the third button D3 are configured to be displaceable between an initial position and an operation position pushed in a predetermined direction (for example, downward) from the initial position.
[0016] The first button D1 includes a first operation sensor. When the first operation sensor detects that the first button D1 is in the operation position, it outputs a first operation signal. The second button D2 includes a second operation sensor. When the second operation sensor detects that the second button D2 is in the operation position, it outputs a second operation signal.
[0017] The upper button D3u includes a third operation sensor. When the third operation sensor detects that the upper button D3u is in the operation position, it outputs a third operation signal. The lower button D3d includes a fourth operation sensor. When the fourth operation sensor detects that the lower button D3d is in the operation position, it outputs a fourth operation signal.
[0018] The left button D3l includes a fifth operation sensor. When the fifth operation sensor detects that the left button D3l is in the operation position, it outputs a fifth operation signal. The right button D3r includes a sixth operation sensor. When the sixth operation sensor detects that the right button D3r is in the operation position, it outputs a sixth operation signal.
[0019] The distance that the second button D2 is displaced when it is operated from its initial position to the operating position is longer than the distance that the first button D1 is displaced when it is operated from its initial position to the operating position. The distance that the first button D1 is displaced when it is operated from its initial position to the operating position is longer than the distance that the upper button D3u, lower button D3d, left button D3l, and right button D3r, which make up the third button D3, are displaced when they are operated from their initial positions to the operating positions.
[0020] The distance that the first button D1, the second button D2, and the third button D3 are displaced when they are operated from their initial position to their operating position is the amount of operation each button can perform. That is, the second button D2 is an operating device configured to have a larger amount of operation than the first button D1, and the first button D1 is an operating device configured to have a larger amount of operation than the upper button D3u, the lower button D3d, the left button D3l, and the right button D3r that make up the third button D3.
[0021] A roughly circular game area YBa is defined on the front of the game board YB when viewed from the front. The game board YB is mounted on the mounting frame 11b so that the game area YBa is visible through the frame window 11c. A display window YBb is formed approximately in the center of the game area YBa.
[0022] The game board YB includes a first special symbol display unit 19a. The first special symbol display unit 19a is capable of executing a first special symbol variation game (hereinafter referred to as the first special game) which displays predetermined symbols in a variable manner and ultimately displays a special symbol in a stopped manner. The game board YB also includes a second special symbol display unit 19b. The second special symbol display unit 19b is capable of executing a second special symbol variation game (hereinafter referred to as the second special game) which displays predetermined symbols in a variable manner and ultimately displays a special symbol in a stopped manner. The predetermined symbols may be the special symbols themselves, or they may be symbols specifically for variable display that are different from the special symbols. The special symbols are symbols used to notify the result of an internal lottery (a lottery for winning special symbols). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game". The special symbols include at least a jackpot symbol as a result of displaying a jackpot, and a losing symbol as a result of displaying a loss. Special symbols may include minor win symbols as a result of displaying minor wins. In the pachinko game machine 10, if a big win is achieved in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the big win symbols will be displayed in a special game, and after the special game for that big win ends, a big win game will be awarded. The big win game is an example of a bonus.
[0023] The game board YB includes a first special hold display unit 19c. The first special hold display unit 19c displays information that allows for the identification of the number of times the first special game has been held (hereinafter referred to as the first hold count) whose execution is being held because the hold condition has been met but the start condition has not yet been met. The game board YB also includes a second special hold display unit 19d. The second special hold display unit 19d displays information that allows for the identification of the number of times the second special game has been held (hereinafter referred to as the second hold count) whose execution is being held because the hold condition has been met but the start condition has not yet been met. As an example, the upper limits for both the first hold count and the second hold count are 4.
[0024] The game board YB includes a regular symbol display unit 19e. The regular symbol display unit 19e is capable of executing a regular game in which predetermined symbols are displayed in a variable manner and finally the regular symbols are displayed in a stopped manner. The regular symbols are symbols used to notify the result of an internal lottery (a lottery for winning regular symbols). The predetermined symbols may be the regular symbols themselves, or they may be symbols that are different from the regular symbols and are specifically for variable display. The regular symbols include at least regular winning symbols and regular losing symbols. In this embodiment, when the regular symbol winning lottery (hereinafter referred to as the regular winning lottery) is won, the regular winning symbols are displayed in a stopped manner during the regular game, and after the regular game ends, a regular winning game is awarded. The game board YB also includes a regular hold display unit 19f. The regular hold display unit 19f displays information that can identify the number of regular games whose execution is on hold because the hold condition has been met but the start condition has not yet been met.
[0025] The pachinko game machine 10 includes a performance display unit EH. The performance display unit EH has an image display area R capable of displaying an image. The performance display unit EH is assembled to the game board YB so that the image display area R can be viewed through a display window YBb. As an example, the performance display unit EH is a liquid crystal display. The performance display unit EH is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined image. The performance display unit EH is an example of a display performance unit that performs a display performance. In this embodiment, the performance display unit EH, speaker SP, and decorative lamp LA constitute a performance device EG.
[0026] The game board YB includes additional symbol display units 20a and 20b. The additional symbol display units 20a and 20b are located in the lower right of the game board YB. When the game board YB is viewed from the front, the additional symbol display units 20a and 20b are located in a position that does not overlap with the image display area R of the performance display unit EH, and in a position where game balls do not flow down in front of the additional symbol display units 20a and 20b. For this reason, the additional symbol display units 20a and 20b are always visible. As an example, the additional symbol display units 20a and 20b are LEDs capable of emitting light in multiple colors. The additional symbol display unit 20a displays the first additional symbol by emitting light in multiple colors. The additional symbol display unit 20b displays the second additional symbol by emitting light in multiple colors. The first and second additional symbols constitute a part of the combination of performance symbols (decorative symbols) used in the performance symbol variation game described later.
[0027] The pachinko game machine 10 is capable of executing a performance symbol variation game (hereinafter referred to as a performance game) using performance symbols. As an example, the performance game is performed by displaying (scrolling) the performance symbols EZ1 in the left symbol column, the performance symbols EZ2 in the middle symbol column, and the performance symbols EZ3 in the right symbol column in a predetermined direction in the performance display unit EH, and by switching the type of the first additional symbol or the second additional symbol displayed in the additional symbol display units 20a and 20b over time. In the performance game, the combination of performance symbols (hereinafter referred to as a symbol combination) is finally displayed in a stopped state. Performance symbols EZ1 to EZ3 are symbols decorated with characters, patterns, etc., and are symbols used to diversify the display performance. The first additional symbol constitutes part of the combination of performance symbols that is displayed in a stopped state when the performance game corresponding to the first special game is executed. The first additional symbol is also called the fourth symbol when the performance game corresponding to the first special game is performed in three rows of performance symbols EZ1 to EZ3 on the performance display unit EH. The second additional symbol constitutes part of the combination of performance symbols that are stopped and displayed when the performance game corresponding to the second special game is executed. The second additional symbol is also called the fifth symbol when the performance game corresponding to the second special game is performed in three rows of performance symbols EZ1 to EZ3 on the performance display unit EH.
[0028] The performance game starts and ends with the special game. In the performance game, the symbol combinations corresponding to the special symbols that stop in the special game are displayed. In the performance game, the symbol combinations of performance symbols EZ1~EZ3 and the first additional symbol are displayed depending on the special symbols that stop in the first special game. In the performance game, the symbol combinations of performance symbols EZ1~EZ3 and the second additional symbol are displayed depending on the special symbols that stop in the second special game. When a winning symbol is displayed in the special game, the winning symbol combination is displayed in the performance game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the performance game. In the following explanation, the special game and the performance game executed in conjunction with that special game may be collectively referred to as the "variable game". The variable game is an example of a symbol variation game.
[0029] The game may include a reach animation. A reach animation is an animation that forms a reach and ultimately stops and displays a predetermined combination of symbols. For example, a reach is a state in which the same animation symbols are temporarily stopped and displayed in the left and right rows of symbols, and the animation symbols continue to be displayed in the middle row of symbols. Reach animations include normal reach animations (hereinafter referred to as NR animations) and super reach animations (hereinafter referred to as SR animations) which have a higher expectation of granting a jackpot game after the end of the spinning game compared to normal reach animations (hereinafter referred to as jackpot expectation).
[0030] The game area YBa has multiple entry points (ball entry points) into which game balls can be entered. The entry points include at least a first starting point 12, a second starting point 13, and a large entry point 14.
[0031] The first start opening 12 is a prize entry point into which game balls are entered in order to fulfill the conditions for holding the first special game. The first start opening 12 is located below the performance display unit EH in the game area YBa. The first start opening 12 is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start opening 12 (see Figure 2).
[0032] The second starting opening 13 is a prize entry point into which game balls are entered when the conditions for holding the second special game are met. The second starting opening 13 is located to the right of the first starting opening 12 in the game area YBa. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is one example of a door shape. The standard opening / closing piece 13a closes the second starting opening 13 so that game balls cannot be entered when a normal winning game is not awarded. The standard opening / closing piece 13a opens the second starting opening 13 so that game balls can be entered when a normal winning game is awarded. The standard opening / closing piece 13a may operate in such a way that when a normal winning game is awarded, it is easier for game balls to enter the second starting opening 13 compared to when a normal winning game is not awarded. The game board YB is equipped with a standard solenoid SL1 as an actuator to operate the standard opening / closing piece 13a (see Figure 2). The game board YB is equipped with a second start sensor SE2 that detects game balls that have entered the second start port 13 (see Figure 2). The second start port 13 is a so-called "standard electric mechanism".
[0033] The large prize slot 14 is a slot into which game balls are inserted to fulfill the conditions for the payout of prize balls. For example, the large prize slot 14 is located in the lower right of the performance display unit EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door-shaped piece. The special opening / closing piece 14a closes the large prize slot 14 so that game balls cannot be inserted when a jackpot game is not awarded. The special opening / closing piece 14a opens the large prize slot 14 so that game balls can be inserted when a jackpot game is awarded. The special opening / closing piece 14a may operate in such a way that when a jackpot game is awarded, it is easier for game balls to enter the large prize slot 14 compared to when a jackpot game is not awarded. The game board YB is equipped with a special solenoid SL2 as an actuator to operate the special opening / closing piece 14a (see Figure 2). The game board YB is equipped with a count sensor SE3 that detects game balls that enter the large prize slot 14 (see Figure 2).
[0034] A gate 17 is provided in the game area YBa. For example, gate 17 is located in the right-hand area of the game area YBa, above the second start opening 13 and the big prize opening 14. Gate 17 has a gate opening 17a. The gate opening 17a is open at all times so that game balls can enter (pass through). A gate sensor SE4 that detects game balls entering is provided in the gate opening 17a (see Figure 2). Gate 17 is a ball entry point into which game balls are entered in order to fulfill the holding conditions of a normal game. Even if a game ball enters gate 17, the conditions for paying out prize balls are not fulfilled.
[0035] As shown in Figure 1, the game board YB is equipped with a movable display unit 70. For example, the movable display unit 70 is shaped like a full moon. However, it is not limited to this, and the movable display unit 70 may be shaped like letters or characters. For example, the movable display unit 70 is positioned above the display unit EH on the game board YB. However, it is not limited to this, and the movable display unit 70 may be provided on the frame 11. The game board YB is equipped with a display actuator AC as an actuator to operate the movable display unit 70 (see Figure 2).
[0036] As shown in Figure 1, the performance movable body 70 is configured to be displaceable between the original position P1, shown by a solid line in the figure, and the performance position P2, shown by a dashed line. The performance position P2 is located closer to the center of the performance display unit EH when viewed from the front, compared to the original position P1. The performance movable body 70 is capable of performing movable performances. For example, a movable performance is performed by causing the performance movable body 70 to perform a performance action. For example, the performance action is to displace in the order of original position P1 → performance position P2 → original position P1.
[0037] Next, we will explain the various functions installed in the pachinko game machine 10. Pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in a special jackpot lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has two states in which the jackpot probability can differ (hereinafter referred to as the probability state): a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is what is known as the "probability variation state (probability variation state)".
[0038] Pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function that changes the base (the ratio of the number of prize balls to the number of game balls launched) by assisting the entry of game balls into the second start opening 13, which is a normal electric mechanism. The pachinko game machine 10 has two possible base states (hereinafter referred to as ball entry rate states): a low base state in which the ball entry assistance function is not activated, and a high base state in which the ball entry assistance function is activated. In the high base state, the probability of game balls entering the second start opening 13 is higher than in the low base state. In the high base state, the probability of game balls entering the second start opening 13 is higher, and it becomes easier for game balls to enter the second start opening 13, resulting in a favorable state for the player (easy ball entry state). The high base state is the so-called "electric support state," and the low base state is the so-called "non-electric support state."
[0039] As an example, a high base state can be achieved by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the second start port 13 in one normal win game longer than in the low base state. The opening time extension control may be at least one of the following: a control that increases the number of times the second start port 13 is opened in one normal win game compared to the low base state, and a control that makes the single opening time of the second start port 13 in a normal win game longer than in the low base state. A high base state may also be achieved by combining the fourth control described below. The fourth control is the special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low base state. When the special symbol variation time reduction control is performed, the high base state results in a special symbol variation time reduction state (time-saving state), and the low base state results in a special symbol variation time non-reduction state (non-time-saving state).
[0040] The game state of the pachinko game machine 10 is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both low probability and low base state will be referred to as "low probability low base state," and a game state that is both high probability and high base state will be referred to as "high probability high base state."
[0041] Next, I will explain what a jackpot is. The pachinko game machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols can be understood as types of jackpots. The jackpot symbols of the first special jackpot symbol are classified into two groups: the first jackpot symbol and the second jackpot symbol. The jackpot symbols of the second special jackpot symbol are one group, the first jackpot symbol. In the pachinko game machine 10, jackpot games are assigned based on the type of jackpot symbol. The type of jackpot symbol can also be called the type of jackpot. In other words, there are jackpot games based on the first jackpot symbol (first jackpot) and jackpot games based on the second jackpot symbol (second jackpot).
[0042] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). For example, this sequence of events is an opening sequence that identifies the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round of games is played up to a predetermined maximum number of times, during which the large prize slot 14 is opened. Each round of games ends when a predetermined maximum number of game balls enter the slot, or when a predetermined maximum time has elapsed. In the round of games, the large prize slot 14 is opened in a predetermined opening pattern. A round sequence of events is performed during each round of games. In a jackpot game, once the final round of games has ended, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, this sequence of events is an ending sequence that identifies the end of a jackpot game. The jackpot game ends when the ending time has elapsed.
[0043] The game state after a jackpot is controlled according to the type of jackpot symbol (type of jackpot). After a jackpot based on the first jackpot symbol is completed, the game is controlled to a high probability, high base state until a predetermined number of special games (for example, 100 times) are completed, or until a jackpot is awarded before the predetermined number of special games are completed. After a jackpot based on the second jackpot symbol is completed, the game is controlled to a low probability, low base state.
[0044] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 2, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.
[0045] The main board 40 will be explained in detail. The main board 40 comprises a CPU 41, a ROM 42, an RWM 43, a random number generation circuit 44, and an RWM clear switch 45. The CPU 41 executes processes related to the progress of the game by running the main control program. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables. The ROM 42 stores multiple types of variation patterns. A variation pattern is information that can identify the variation time from the start to the end of a special game.
[0046] There are two types of variation patterns: winning variation patterns and losing variation patterns. Winning variation patterns include a variation pattern in which an NR (No-Reach) animation is performed in the performance game and the winning symbol combination is ultimately displayed, and a variation pattern in which an NR animation is performed followed by an SR (Super Rare) animation and the winning symbol combination is ultimately displayed. Losing variation patterns include a variation pattern in which an NR animation is performed in the performance game and the losing symbol combination is ultimately displayed, and a variation pattern in which an NR animation is performed followed by an SR (Super Rare) animation and the losing symbol combination is ultimately displayed. In addition, there is a variation pattern in which no reach animation is performed in the performance game and the losing symbol combination is ultimately displayed. RWM43 stores various information that is rewritten according to the processing result of CPU41. For example, the information that RWM43 stores is flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through the random number generation process by CPU41. The RWM clear switch 45 is an operating unit configured to enable the initialization of the main backup information and sub-backup information, which are backed up by the backup function described later. The RWM clear switch 45 is turned on by a push operation and turns off when not pushed. The CPU 41 can receive an operation signal to be output when the RWM clear switch 45 is operated to the ON position. The operation of the RWM clear switch 45 is a manual operation performed, for example, by the manager of the amusement facility or by a worker during manufacturing.
[0047] 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 receive detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The main board 40 is connected to a 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 modes of the second start opening 13 and the big prize opening 14.
[0048] Next, the sub-board 50 will be described. The sub-board 50 comprises a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs processing related to the game's presentation by executing a sub-control program. The ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The ROM 52 stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, sound presentation data used for sound presentations, and movable presentation data used for movable presentations. The RWM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RWM 53 may include flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the CPU 51. The sub-board 50 may also be equipped with a random number generation circuit and capable of generating hardware random numbers.
[0049] Sub-board 50 is connected to the performance display unit EH. The CPU 51 can control the display content of the performance display unit EH. Sub-board 50 is connected to the speaker SP. The CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA.
[0050] The sub-board 50 is connected to the performance actuator AC. The CPU 51 can displace the performance movable body 70 by controlling the performance actuator AC. The sub-board 50 is connected to the additional symbol display units 20a and 20b. The CPU 51 can display the first additional symbol by controlling the additional symbol display unit 20a. The CPU 51 can display the second additional symbol by controlling the additional symbol display unit 20b.
[0051] The sub-board 50 is connected to the first button D1, the second button D2, and the third button D3 (up button D3u, down button D3d, left button D3l, and right button D3r). The CPU 51 can receive a first operation signal, which is output when the first button D1 is pressed. The CPU 51 can receive a second operation signal, which is output when the second button D2 is pressed. The CPU 51 can receive a third operation signal, which is output when the up button D3u is pressed, a fourth operation signal, which is output when the down button D3d is pressed, a fifth operation signal, which is output when the left button D3l is pressed, and a sixth operation signal, which is output when the right button D3r is pressed.
[0052] The pachinko game machine 10 is equipped with a power supply unit 60 on the rear side of the game board YB. The power supply unit 60 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is equipped with a power switch 61. The pachinko game machine 10 is configured to be powered on by either starting to supply power to the power supply unit 60 with the power switch 61 in the ON position, or by turning on the power switch 61 while power is being supplied.
[0053] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the RWM43 on the main board 40 and the RWM53 on the sub-board 50 even after the power supply has been cut off. By receiving power from the backup power supply 62, the RWM43 and RWM53 can retain the contents stored when the power supply was cut off, even after the power supply has been cut off. For example, the RWM43 and RWM53 may be non-volatile memories that can retain their contents even when not receiving power, thus allowing them to retain the stored information even after the power supply has been cut off.
[0054] The pachinko machine 10 is equipped with a backup function. This backup function allows the pachinko machine 10 to retain, for a predetermined period, the game control information stored in the RWM43 (hereinafter referred to as the primary backup information) and the game control information stored in the RWM53 (hereinafter referred to as the secondary backup information), even if the power supply is interrupted. The pachinko machine 10 can then be restored to operation based on the respective backup information when power is restored.
[0055] The main backup information includes information about special games, information about jackpot games, and information about the game state. Information about special games includes, for example, information that can identify the results of special jackpot draws and regular jackpot draws, information that can identify the variation pattern, information that can identify the special symbols that stop and are displayed in the special game, and information that can identify the variation time being measured during the execution of the special game. Information about jackpot games includes information that can identify the progress of the jackpot game. Information about the game state includes information that can identify whether it is in a low probability state or a high probability state, and information that can identify whether it is in a low base state or a high base state. The secondary backup information includes information that can identify the input variation start command, the third operation validity period information described later, and the fourth operation validity period information. The secondary backup information may include some or all of the information that can identify whether a special game is being executed, whether an SR effect is being executed, and whether a jackpot game is being played. The predetermined period is the time from when the backup power supply 62 (for example, an electric double-layer capacitor) is discharged until it becomes unable to supply power.
[0056] Next, we will explain the various processes performed by CPU41. When the CPU 41 is started by the power-on startup process, it executes the power-on process. For example, if the RWM clear switch 45 is operated when the power is turned on, the CPU 41 initializes the main backup information that was backed up in the RWM 43 by the backup power supply 62. On the other hand, if the RWM clear switch 45 is not operated when the power is turned on, the CPU 41 does not initialize the main backup information. Subsequently, during the power-on process, the CPU 41 outputs startup information (for example, a startup command) to the sub-board 50 that can identify that the main board 40 has started up. For example, the startup information may be information indicating that the system started up with the initialization of the main backup information (for example, an initialization command), or information indicating that the system started up without the initialization of the main backup information (for example, a power-up command).
[0057] The CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (for example, every 4ms). This section explains the special symbol input process.
[0058] The CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the CPU 41 determines whether or not the first reserved number stored in the RWM 43 is less than the upper limit (for example, 4). If the first reserved number is less than the upper limit, the CPU 41 updates the first reserved number by adding 1. The CPU 41 controls the first special reserved display unit 19c to display information that allows for the identification of the updated first reserved number. Thus, the reservation condition for the first special game is met when the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1.
[0059] Next, the CPU 41 acquires the 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 the special winning lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the RWM 43, the pachinko game machine 10 can postpone the execution of the first special game until the start conditions for the first special game are met. After that, the CPU 41 generates a first reserve number command that can identify the first reserve number stored in the RWM 43 and outputs it to the sub-board 50.
[0060] When the CPU 41 stores random number information for the first special game in the RWM 43, if no game ball has entered the first start opening 12 and the first reserve number is not less than the upper limit, the CPU 41 determines whether a game ball has entered the second start opening 13 based on whether or not a detection signal has been input from the second start sensor SE2. If a game ball has entered the second start opening 13, the CPU 41 determines whether or not the second reserve number stored in the RWM 43 is less than the upper limit (for example, 4). If the second reserve number is less than the upper limit, the CPU 41 updates the second reserve number by adding 1. The CPU 41 controls the second special reserve display unit 19d to display information that allows identification of the updated second reserve number. Thus, the reserve condition for the second special game is met when the second reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.
[0061] Next, the CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on these acquired random numbers in the RWM 43. The CPU 41 stores the random number information in a manner that allows it to identify that it is random number information to be used for the second special game and to identify the order in which the random number information is stored. By storing the random number information to be used for the second special game in the RWM 43, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions for the second special game are met. After that, the CPU 41 generates a second reserved number command that allows it to identify the second reserved number stored in the RWM 43 and outputs it to the sub-board 50.
[0062] If the RWM43 stores random number information for the second special game, and no game balls have entered the second starting slot 13, and the second reserve number is not less than the upper limit, the CPU41 terminates the special symbol input process.
[0063] Next, we will explain the process for initiating the special pattern. CPU41 determines whether the conditions for starting a special game are met. CPU41 makes a positive determination if it is not during a jackpot game and the special game is not in progress. CPU41 makes a negative determination if it is during a jackpot game or the special game is in progress. If the conditions for starting a special game are not met, CPU41 terminates the special symbol start process. If the conditions for starting a special game are met, CPU41 determines whether the second reserved number is greater than zero. If the second reserved number is zero, CPU41 determines whether the first reserved number is greater than zero. If the first reserved number is zero, CPU41 terminates the special symbol start process.
[0064] If the first reserve number is greater than zero, the CPU 41 performs the process of executing the first special game. Specifically, the CPU 41 decrements the first reserve number by 1 and updates it. The CPU 41 controls the first special reserve display unit 19c to display information that allows identification of the updated first reserve number. The CPU 41 obtains the first stored random number information from the RWM 43 among the random number information for the first special game. The CPU 41 uses the winning random number identified from the obtained random number information to perform a special win lottery (jackpot determination) to determine whether or not a jackpot has been won. The CPU 41 performs the special win lottery at a jackpot probability corresponding to the current probability state (whether or not the probability variation function is activated).
[0065] If a jackpot is won, CPU 41 performs a jackpot variation process. In the jackpot variation process, CPU 41 uses a random number that can be determined from the random number information to draw jackpot symbols and determines the jackpot symbols to be displayed in the first special game. CPU 41 uses a random number that can be determined from the random number information to draw a variation pattern and determines the jackpot variation pattern. After that, CPU 41 finishes the special symbol start process.
[0066] If a jackpot is not won, CPU 41 performs a losing spin process. In the losing spin process, CPU 41 determines the losing symbols to be displayed in the first special game. CPU 41 uses random numbers that can be determined from the random number information to perform a spin pattern determination lottery and determines a losing spin pattern with or without a reach. After that, CPU 41 terminates the special symbol start process.
[0067] If the second reserved number is greater than zero, CPU 41 performs the process to execute the second special game. The process to execute the second special game is the same as the process to execute the first special game, but with "first special game" replaced by "second special game" and "first reserved number" replaced by "second reserved number," so a detailed explanation is omitted. In other words, CPU 41 subtracts the second reserved number, performs a special win lottery, and performs one of the following variable processes based on the result of the special win lottery, before ending the special symbol start process.
[0068] The CPU 41 outputs a spin start command and a special symbol command to the sub-board 50 during the jackpot spin processing and the loss spin processing. The spin start command is information that identifies the spin pattern determined in each spin processing and the start of the spin game. The special symbol command is information that identifies the special symbol (jackpot symbol or loss symbol) determined in each spin processing. Note that the spin start command and the special symbol command differ depending on whether the spin processing for the first special game or the spin processing for the second special game is executed.
[0069] When the special symbol start process is completed, the CPU 41 executes either the first special game or the 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 unit 19a to start displaying the variation of a predetermined symbol. The CPU 41 measures the variation time defined in the variation pattern. At this time, the CPU 41 stores information that can identify the variation time being measured in the RWM 43. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the first special symbol display unit 19a to stop displaying the special symbol determined in the special symbol start process. Also, when the variation time defined in the variation pattern has elapsed, the CPU 41 outputs information that can identify the end of the variation game (hereinafter referred to as the variation end command) to the sub-board 50.
[0070] When the CPU 41 is to execute the second special game, it controls the second special symbol display unit 19b to start displaying a predetermined symbol variation. The CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the second special symbol display unit 19b to stop displaying the special symbol determined in the special symbol start process. Also, when the variation time defined in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.
[0071] Next, we will explain the processing of jackpot wins. The jackpot game processing is the process for granting a jackpot game. When the CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game for the jackpot has ended. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the CPU 41 identifies the type of jackpot game. The CPU 41 then grants the identified type of jackpot game.
[0072] First, the CPU 41 outputs information that identifies the start of the opening time (hereinafter referred to as the opening command) to the sub-board 50. Once the opening time has elapsed, the CPU 41 performs processing to execute a round game. Specifically, the CPU 41 controls the special solenoid SL2 using the identified opening control data for the jackpot game to open the jackpot opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit, or when the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the jackpot opening 14, thereby ending the round game. The CPU 41 repeats this process to execute a round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the CPU 41 outputs information that identifies the start of the round game (hereinafter referred to as the round command) to the sub-board 50.
[0073] When the final round of gameplay ends, CPU 41 outputs information that identifies the start of the ending time (hereinafter referred to as the ending start command) to sub-board 50. When the ending time has elapsed, CPU 41 terminates the jackpot game. CPU 41 may also be configured to output information that identifies the elapsed ending time (hereinafter referred to as the ending end command) to sub-board 50.
[0074] This section explains the process for controlling the system to a standby state. The CPU 41 controls the machine to a standby state when both the first and second reserved numbers are 0 (zero), a special game is not being played, and a jackpot game is not being played. In other words, the standby state in this embodiment is the period when a special game is not being played and a jackpot game is not being played. When the machine is controlled to the standby state, the CPU 41 generates a demo command that identifies the machine as being in a standby state and outputs it to the sub-board 50. This demo command is a command to execute a standby animation in the standby state. The standby animation is an animation that notifies customers that the pachinko machine 10 is in a standby state, for example, by using the animation display unit EH, and is intended to attract customers.
[0075] This section explains the probability transition process, which involves changing the probability state. When the CPU 41 finishes a jackpot game based on the first jackpot symbol, it stores a high probability flag in the RWM 43. In other words, the CPU 41 controls the game to a high probability state. After the jackpot game based on the first jackpot symbol has finished, the CPU 41 counts the number of times a special game has been played since the jackpot game ended by updating the value of the execution counter stored in the RWM 43 each time a special game is started. When the number of special games played since the jackpot game has finished has reached the number of times it has been played, the CPU 41 erases the high probability flag stored in the RWM 43. In other words, after the jackpot game based on the first jackpot symbol has finished, the CPU 41 controls the game to a low probability state when the number of special games played has finished. On the other hand, when the CPU 41 finishes a jackpot game based on the second jackpot symbol, it does not store a high probability flag in the RWM 43. In other words, the CPU 41 controls the game to a low probability state. When CPU 41 initiates a jackpot game and a high probability flag is stored, it erases the high probability flag. In other words, CPU 41 controls the game to a low probability state during a jackpot game.
[0076] This section explains the process of transitioning the ball-in percentage status. When a jackpot game based on the first jackpot symbol ends, CPU 41 stores an activation flag in RWM 43. In other words, CPU 41 controls the system to a high base state. When the number of special games executed after the jackpot game ends reaches the activation count, CPU 41 erases the activation flag stored in RWM 43. In other words, after the jackpot game based on the first jackpot symbol ends and the activation count of the special game ends, CPU 41 controls the system to a low base state. On the other hand, when a jackpot game based on the second jackpot symbol ends, CPU 41 does not store an activation flag in RWM 43. In other words, CPU 41 controls the system to a low base state. When a jackpot game is started and an activation flag is stored, CPU 41 erases the activation flag. In other words, CPU 41 controls the system to a low base state during a jackpot game. Furthermore, when the CPU 41 transitions the game state (probability state and ball entry rate state), it outputs information that can identify the game state after the transition (hereinafter referred to as a game state command) to the sub-board 50.
[0077] Next, we will explain the various processes performed by the CPU 51 on the sub-board 50. First, let's explain the startup process that takes place when the power is turned on. When a startup command (initialization command or power restoration command) is input to the CPU 51, it executes startup processing. For example, if an initialization command is input to the CPU 51, it initializes the sub-backup information that was backed up to the RWM 53 by the backup power supply 62. On the other hand, if a power restoration command is input to the CPU 51, it does not initialize the sub-backup information. In addition, during startup processing, the CPU 51 may control the performance actuator AC to perform an initial operation that displaces the performance movable body 70 from its original position P1 to the performance position P2 and back to its original position P1.
[0078] This section explains the process of creating a jackpot animation. The jackpot animation processing is the process of executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animations). When the CPU 51 receives an opening command, it controls the animation device EG to execute the opening animation. When the CPU 51 receives a round command, it controls the animation device EG to execute the round animation. When the CPU 51 receives an ending start command, it controls the animation device EG to execute the ending animation. When the CPU 51 receives an ending end command, it controls the animation device EG to end the ending animation.
[0079] This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects related to the special game while the special game is being played. When the CPU 51 receives a variation start command and a special symbol command, it controls the performance device EG, including the performance display unit EH, and the additional symbol display units 20a and 20b to execute the performance game. For example, when the CPU 51 receives a variation start command, it selects a performance pattern (performance content) for the performance game based on the variation pattern that can be identified from the control command. Also, when the CPU 51 receives a special symbol command, it determines the symbol combination to be stopped and displayed in the performance game based on the special symbol that can be identified from the command. If the CPU 51 can identify a winning symbol from the special symbol command, it determines the winning symbol combination. If the CPU 51 can identify a losing symbol from the special symbol command, it determines the losing symbol combination.
[0080] Furthermore, the CPU 51 determines whether the conditions for executing a reach animation (hereinafter referred to as the reach condition) have been met. For example, the reach condition may be defined as the determination of a variation pattern that includes a reach, in addition to winning a predetermined lottery. If the reach condition is met, the CPU 51 determines a combination of symbols that includes a reach.
[0081] The CPU 51 controls the performance display unit EH and the additional symbol display units 20a and 20b to start displaying the variation of each performance symbol in response to the input of the variation start command. In other words, the CPU 51 starts the performance game. After starting the performance game, when a predetermined timing arrives, the CPU 51 temporarily stops and displays the symbol combination, and then, in response to the input of the variation end command, it definitively stops and displays the symbol combination. The CPU 51 may also definitively stop and display the symbol combination in response to the elapsed variation time defined in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0082] When the reach condition is met, the CPU 51 starts the performance game and then controls the performance display unit EH to execute the NR performance at a predetermined timing, as well as the reach cut-in performance. The reach cut-in performance is a performance that can identify that the reach condition has been met. When the CPU 51 executes the reach cut-in performance, it controls the performance display unit EH to display the reach image RG consisting of the string "Reach".
[0083] In this embodiment, when the variable game results in a jackpot, the reach condition is met, while when the variable game results in a loss, the reach condition may or may not be met. In other words, when the reach condition is met, the expectation of a jackpot increases compared to before the reach condition was met. In this case, a reach cut-in animation that can identify when the reach condition has been met can be said to be an animation that suggests the expectation of a jackpot is higher compared to before the reach cut-in animation was performed.
[0084] Furthermore, if the CPU 51 identifies a variation pattern in which an SR (Super Rare) effect is executed from the input variation start command, it controls the effect device EG to execute the SR effect at a predetermined timing after the effect game has started. During the execution of the SR effect, the CPU 51 controls the effect display unit EH to display background image BG2 as the background image for the SR effect. The background image BG2 of the SR effect, which is displayed when an SR effect is executed during the execution of the variation game, is an example of a predetermined image related to the variation game.
[0085] This section explains the process for displaying pending and running images. As shown in Figure 3, the pachinko game machine 10 can display a reserved image HG on the performance display unit EH as an image that can identify the number of reserved special games. In addition, the pachinko game machine 10 can display an execution image JG on the performance display unit EH as an image that can identify that a special game is currently being played.
[0086] When the CPU 51 receives either the first or second reserved number command, it performs processing to display the reserved image HG. Based on the entered reserved number command, the CPU 51 controls the performance display unit EH to display a reserved image HG, which can identify the number of reserved special games, corresponding to each of the reserved special games. When the CPU 51 receives the variation start command, it controls the performance display unit EH to display the execution image JG, and also controls the performance display unit EH to update and display the reserved image HG. The reserved image HG, which can identify the number of reserved special games, and the execution image JG, which can identify that a special game is in progress, are examples of predetermined images related to variation games.
[0087] This section explains the processing related to the standby animation. When a demo command is input, CPU51 stores information that identifies the system as being in a standby state in the standby flag of RWM53 and controls the display unit EH to perform the standby animation. When a command to start variation is input, CPU51 erases the information stored in the standby flag of RWM53 and ends the standby animation.
[0088] This section provides an overview of the volume control function. The pachinko game machine 10 is configured to allow adjustment of the volume level of the speaker SP, which is the volume value of the speaker SP, in three stages from 1 to 3 by operating the third button D3 (left button D3l, right button D3r) (hereinafter, "level" will be referred to as "LV"). The volume LV is stored in the RWM53 as information that defines the loudness of the sound effects. The pachinko game machine 10 is configured to allow adjustment of the volume LV during the standby state when a jackpot game is not being played and a special game is not being played, during the special game being played, and during the jackpot game. In one example of this embodiment, the initial value of the volume LV is set to volume LV1.
[0089] This section provides an overview of the light intensity adjustment function. The pachinko game machine 10 is configured to allow adjustment of the light intensity LV, which is the light intensity value of the decorative lamp LA, in three stages from 1 to 3 by operating the third button D3 (upper button D3u, lower button D3d). The light intensity LV is stored in the RWM 53 as information that defines the magnitude of the light intensity in the light-emitting effect. In the pachinko game machine 10, the light intensity LV is adjustable for the same period as the volume LV described above. In one example of this embodiment, the initial value of the light intensity LV is set to light intensity LV1.
[0090] This section will explain the control details related to the volume adjustment function and the light intensity adjustment function. During the period in which the volume LV and light intensity LV can be adjusted, the CPU 51 determines whether an operation signal has been received from the third button D3. If the CPU 51 receives a sixth operation signal from the right button D3r, and the current volume LV has not reached its upper limit, it changes the volume LV to one level higher; if it has reached its upper limit, it does not change the volume LV. If the CPU 51 receives a fifth operation signal from the left button D3l, and the current volume LV has not reached its lower limit, it changes the volume LV to one level lower; if it has reached its lower limit, it does not change the volume LV. If the CPU 51 receives a third operation signal from the up button D3u, and the current light intensity LV has not reached its upper limit, it changes the light intensity LV to one level higher; if it has reached its upper limit, it does not change the light intensity LV. If the CPU 51 receives a fourth operation signal from the down button D3d, and the current light intensity LV has not reached its lower limit, it changes the light intensity LV to one level lower; if it has reached its lower limit, it does not change the light intensity LV.
[0091] The CPU 51 identifies the current volume level based on the volume LV stored in the RWM 53, and executes various sound effects based on the identified current volume level. The CPU 51 identifies the current light intensity level based on the light intensity LV stored in the RWM 53, and executes various light effects based on the identified current light intensity level.
[0092] The pachinko game machine 10 can execute a first device performance using the first button D1 in the performance display unit EH during the execution of a variable game. The first device performance is a performance consisting of a first operation performance that prompts the operation of the first button D1, and a first operation result performance that can be executed when the first button D1 is operated in the first operation performance. Prompting an operation means requesting the player to perform an operation, and as an example, this can be done by displaying an image that combines an image of the operation part that is the target of the operation with an image consisting of the string of characters "Press". The period during which the first operation performance is executed is the period during which the operation of the first button D1 is reflected in the first operation result performance. In this embodiment, the reflection of a button operation means that the button operation is accepted, and as a result of the button operation, a change occurs in the performance from the state before the operation. On the other hand, in this embodiment, the non-reflection of a button operation means that the button operation is not accepted, and even if the button is operated, no change occurs in the performance from the state before the operation. Furthermore, the failure to reflect button operations may include the case where, even after the button operation is acknowledged, the state of the animation does not change from the state before the operation. The first operation animation is an example of an operation animation, and is an example of a specific operation animation. The first operation result animation is an example of an operation result animation.
[0093] The first device effect is determined by a lottery using a predetermined random number to determine whether or not it can be executed. The first device effect is an effect that can be executed during the execution of a variable game, within a predetermined period of time from the start of the variable game until the execution of the NR effect. The first operation effect is an effect that prompts the operation of the first button D1 to execute the first operation result effect, and the first operation result effect is an effect that suggests the likelihood of being awarded a jackpot after the end of the variable game being executed (jackpot expectation). In this embodiment, the effect of suggesting various information by executing an effect is to enable non-deterministic understanding of the information to be conveyed by executing an effect related to the information to be conveyed. For example, an effect that suggests the likelihood of being awarded a jackpot is not an effect that allows the user to understand the level of expectation by direct information such as a numerical value, but rather an effect that allows the user to understand the level of expectation by indirect information, such as changing the background image or background color of the effect display unit EH, or changing the sound emitted by the speaker SP. As mentioned above, when a jackpot is awarded, the large prize slot 14 opens, making it advantageous for the player. The jackpot expectation rate is an example of an advantage that is beneficial to the player.
[0094] As shown in Figure 3(a), the first operation animation is an animation in which the first operation image DG1 is displayed on the animation display unit EH. The first operation image DG1 is an image that prompts the user to press the first button D1. For example, the first operation image DG1 is an image that combines an image that mimics the first button D1 with an image consisting of the text string "Press!". When the first operation image DG1 is superimposed on the background image BG1 (shown as an upward-sloping diagonal line in the figure) displayed on the animation display unit EH, it is displayed in front of the background image BG1. The display area of the first operation image DG1 is smaller than the display area of the background image BG1. Therefore, during the execution of the first operation animation, a part of the background image BG1 becomes invisible.
[0095] In this embodiment, an image being visible means that the existence of the image can be confirmed by seeing part or all of the image, regardless of whether the content of the image can be understood. An image being invisible means that the existence of the image cannot be confirmed because the entire image is not visible. An image being partially invisible means that the existence of the image can be confirmed even though part of the image is not visible, regardless of whether the content of the image can be understood. A decrease in image visibility means that the visible area of the image becomes smaller compared to before the decrease in image visibility, regardless of whether the content of the image can be understood. However, a decrease in image visibility may also mean that the brightness of the display area of the image becomes darker compared to before the decrease in image visibility. Furthermore, a decrease in image visibility may also mean that the density of the image displayed decreases compared to before the decrease in image visibility. During the execution of the first operation performance, a remaining time image TG that can identify the remaining time of the performance is displayed on the performance display unit EH. The first operation image DG1 is an example of a normal operation image.
[0096] As shown in Figures 3(b) and 3(c), there are multiple types of presentation modes for the first operation result presentation. The multiple types of presentation modes include a first presentation mode in which a first result image KG1 consisting of the string "Chance" is displayed on the presentation display unit EH, and a second presentation mode in which a second result image KG2 consisting of the string "Super Hot" is displayed on the presentation display unit EH. When the first operation result presentation is performed in the second presentation mode, the expectation of a big win is higher than when it is performed in the first presentation mode. In other words, the second result image KG2 is an image that indicates a higher expectation of a big win than the first result image KG1. Note that since the first result image KG1 and the second result image KG2 are images that suggest the expectation of a big win, it is not possible to definitively determine from these images whether or not a big win game will be awarded after the end of the currently running variable game. Thus, in the first device presentation, when the first button D1 is operated during the execution of the first operation presentation, the first operation result presentation is executed in the presentation display unit EH, which non-definitely displays whether a jackpot game will be awarded after the end of the ongoing variable game.
[0097] The pachinko game machine 10 is capable of executing a second device effect using the second button D2 in the effect display unit EH during the execution of a variable game. The second device effect is an effect consisting of a second operation effect that prompts the operation of the second button D2, and a second operation result effect that can be executed when the second button D2 is operated in the second operation effect. The period during which the second operation effect is executed is the period during which the operation of the second button D2 is reflected in the second operation result effect.
[0098] The execution of the second device effect is determined by a lottery using a predetermined random number. The second device effect is an effect that can be executed during the execution of the SR effect, specifically during the period from when the SR effect starts until when the SR effect ends. The second operation effect is an effect that prompts the player to operate the second button D2 to execute the second operation result effect, and the second operation result effect, like the first operation result effect, is an effect that indicates the likelihood of a big win.
[0099] As shown in Figure 4(a), the second operation animation is an animation in which the second operation image DG2 is displayed on the animation display unit EH. The second operation image DG2 is an image that prompts the user to press the second button D2. For example, the second operation image DG2 is an image that combines an image that mimics the second button D2 with an image consisting of the text string "Press!". When the second operation image DG2 is superimposed on the background image BG2, it is displayed in front of the background image BG2. The display area of the second operation image DG2 is smaller than the display area of the background image BG2. Therefore, while the second operation animation is in progress, a portion of the background image BG2 becomes invisible. The second operation image DG2 is an example of a specific operation image. While the second operation animation is in progress, a remaining time image TG, which allows the user to identify the remaining time of the animation, is displayed on the animation display unit EH.
[0100] In the second operation image DG2, the area of the display region where an image resembling the second button D2 is displayed is larger than the area of the display region where an image resembling the first button D1 is displayed in the first operation image DG1 shown in the first device presentation. Furthermore, the area of the display region where the text "Press!" is displayed in the second operation image DG2 is larger than the area of the display region where the text "Press!" is displayed in the first operation image DG1. Note that in both the first operation image DG1 and the second operation image DG2, the font and color of the text "Press!" are the same. Therefore, when using the area of the display region where the first operation image DG1 and the second operation image DG2 are displayed in the presentation display unit EH as a reference, it can be said that when the second operation image DG2 is displayed, the intensity of the operation image display in the presentation display unit EH is higher than when the first operation image DG1 is displayed.
[0101] Furthermore, the intensity at which the first operation image DG1 and the second operation image DG2 are displayed may be set to a higher or lower level based on the following criteria, rather than being limited to the size of the display area in which each image is displayed. For example, in the performance display unit EH, the criterion may be the size of the display area other than the display area in which the first operation image DG1 is displayed and the display area other than the display area in which the second operation image DG2 is displayed. For example, assuming that the area of the display area in which the string "Press!" is displayed, the font of the string, and the color of the string are the same for both the first operation image DG1 and the second operation image DG2, the criterion may be the contrast between the brightness of the area in which the second operation image DG2 is displayed and the brightness of the area in which the first operation image DG1 is displayed.
[0102] As shown in Figures 4(b) and 4(c), there are multiple types of presentation modes for the second operation result presentation. The multiple types of presentation modes include a first presentation mode in which a third result image KG3 consisting of the string "Super Hot" is displayed on the presentation display unit EH, and a second presentation mode in which a fourth result image KG4 consisting of the string "Super Hot" is displayed on the presentation display unit EH. When the second operation result presentation is performed in the second presentation mode, the expectation of a big win is higher than when it is performed in the first presentation mode. In other words, the fourth result image KG4 is an image that indicates a higher expectation of a big win than the third result image KG3. Note that since the third result image KG3 and the fourth result image KG4 are images that suggest the expectation of a big win, it is not possible to definitively determine from these images whether or not a big win game will be awarded after the end of the currently running variable game. Thus, in the second device presentation, when the second button D2 is operated during the execution of the second operation presentation, the second operation result presentation is executed in the presentation display unit EH, which non-definitely displays whether a jackpot game will be awarded after the end of the currently running variable game.
[0103] Furthermore, in this embodiment, the second operation animation is an animation with a higher probability of winning a jackpot compared to the first operation animation. In other words, the second operation image DG2 displayed in the second operation animation is an image with a higher probability of winning a jackpot compared to the first operation image DG1 displayed in the first operation animation.
[0104] This section describes the process performed by CPU 51 to execute the first device performance. When a command to start variation is input, CPU51 performs an execution decision using a predetermined random number to determine whether or not to execute the first device performance.
[0105] When executing the first device performance, the CPU 51 sets a first operation validity period for the first device performance and starts the first operation performance at a predetermined timing. The first operation validity period is the period during which the operation of the first button D1 is reflected in the first operation result performance. In this embodiment, the period during which the button operation is reflected in the performance can also be said to be the period during which the button operation is valid. On the other hand, the period during which the button operation is not reflected in the performance can also be said to be the period during which the button operation is invalid.
[0106] Upon the start of the first operation animation, the CPU 51 sets a value in the RWM 53's operation valid timer that indicates the upper limit of the first operation valid period, and begins subtracting the value of the operation valid timer. In other words, in this embodiment, the period during which the value of the RWM 53's operation valid timer is subtracted becomes the first operation valid period.
[0107] When the CPU 51 starts the first operation animation, it controls the animation display unit EH to display the first operation image DG1 and the remaining time image TG. When the CPU 51 displays the remaining time image TG, it is preferable to display the remaining time image TG in such a way that the remaining time of the first operation animation can be determined based on the value of the operation activation timer in the RWM 53.
[0108] When the CPU 51 receives the first operation signal during the first operation valid period, it terminates the first operation animation, erases the value set in the RWM 53's operation valid timer, and ends the first operation valid period. In this embodiment, erasing the value set in the timer means setting the timer value to 0 (zero). When the CPU 51 receives the first operation signal during the first operation valid period, it controls the animation display unit EH to execute the first operation result animation. The CPU 51 does not accept operation of the second button D2 during the first operation valid period. In this embodiment, the CPU 51 not accepting button operation means that the CPU 51 ignores the operation signal from the button. The CPU 51 ignores the second operation signal from the second button D2 during the first operation valid period.
[0109] Furthermore, the CPU 51 may determine the type of presentation mode for the first operation result presentation by drawing lots according to the variation pattern that can be identified from the input variation start command. In order to set a high probability of winning when the first operation result presentation is executed in each presentation mode, it is recommended to set a high proportion of the determination ratio for the presentation mode when a winning variation pattern is identified, as a percentage of the total determination ratio obtained by adding the determination ratio for the presentation mode when a losing variation pattern is identified and the determination ratio for the presentation mode when a winning variation pattern is identified. When the CPU 51 has determined the presentation mode for the first operation result presentation, it controls the presentation display unit EH to display the first result image KG1 or the second result image KG2 based on the determined presentation mode.
[0110] Furthermore, the CPU 51 controls the display unit EH to terminate the first operation result animation after a predetermined animation time (for example, 3 seconds) has elapsed since the start of the first operation result animation. On the other hand, if the first operation validity period ends without the first button D1 being operated, the CPU 51 terminates the first operation animation but does not execute the first operation result animation. Through the above processing, the first operation animation and the first operation result animation can be executed in this embodiment.
[0111] This section describes the process that CPU 51 performs in order to execute the second device performance. When a command to start variation is input, CPU 51 first makes an execution decision on whether or not to execute the first device animation, and then makes an execution decision on whether or not to execute the second device animation by drawing a predetermined random number. At this time, CPU 51 makes the execution decision on the second device animation regardless of the result of the execution decision on the first device animation. Furthermore, CPU 51 makes the execution decision on whether or not to execute the second device animation (second operation animation) in such a way that the probability of winning is higher than when the first device animation (first operation animation) is executed.
[0112] When executing the second device animation, the CPU 51 sets the second operation validity period for the second device animation at a predetermined timing and starts the second operation animation. The second operation validity period is the period during which the operation of the second button D2 is reflected in the second operation result animation. Upon starting the second operation animation, the CPU 51 sets a value indicating the upper limit of the second operation validity period in the operation validity timer of the RWM 53 and starts subtracting the value of the operation validity timer. In other words, in this embodiment, the period during which the value of the operation validity timer of the RWM 53 is subtracted becomes the second operation validity period.
[0113] When the CPU 51 starts the second operation animation, it controls the animation display unit EH to display the second operation image DG2 and the remaining time image TG. When the CPU 51 displays the remaining time image TG, it is preferable to display the remaining time image TG in such a way that the remaining time of the second operation animation can be determined based on the value of the operation activation timer in the RWM 53.
[0114] When the CPU 51 receives a second operation signal during the second operation valid period, it terminates the second operation animation, erases the value set in the RWM 53's operation valid timer, and ends the second operation valid period. When the CPU 51 receives a second operation signal during the second operation valid period, it controls the animation display unit EH to execute the second operation result animation. The CPU 51 also does not accept input from the first button D1 during the second operation valid period. The CPU 51 ignores the first operation signal from the first button D1 during the second operation valid period.
[0115] Furthermore, the CPU 51 may determine the type of presentation mode for the second operation result presentation by drawing lots or the like, depending on the variation pattern that can be identified from the input variation start command. When the CPU 51 has determined the presentation mode for the second operation result presentation, it controls the presentation display unit EH to display the third result image KG3 or the fourth result image KG4 based on the determined presentation mode.
[0116] Furthermore, the CPU 51 controls the display unit EH to terminate the second operation result animation after a predetermined animation time (for example, 3 seconds) has elapsed since the start of the second operation result animation. On the other hand, if the second operation validity period ends without the second button D2 being operated, the CPU 51 terminates the second operation animation but does not execute the second operation result animation. Through the above processing, the second operation animation and the second operation result animation can be executed in this embodiment.
[0117] Thus, in the pachinko game machine 10, operation effects (first operation effect and second operation effect) are performed during a predetermined period of time during the execution of one variation game, and there are multiple types of buttons used in the operation effects, such as the first button D1 and the second button D2. As mentioned above, the first device effect is an effect that can be performed during a predetermined period of time from the start of the variation game until the execution of the NR effect, while the second device effect is an effect that can be performed during a predetermined period of time during the execution of the SR effect, which is performed after the NR effect has finished. For this reason, in the pachinko game machine 10, both the first device effect and the second device effect may be performed during the execution of one variation game.
[0118] Here, we will explain an example of the sequence of events when the first device effect and the second device effect are executed during a single game run. As shown in Figure 5, a variable game in which the SR effect is executed starts at time T01. If the first device effect is executed, the first device effect starts at a predetermined time T02 within the period between the start of the variable game and the execution of the NR effect, and the first operation effect also starts. While the first operation effect is being executed, the first operation image DG1 is displayed on the effect display unit EH. If the first button D1 is operated at time T03 during the execution of the first operation effect, the first operation result effect is executed for a predetermined period of time.
[0119] After the first operation result animation ends, the NR animation starts at time T04, and the reach cut-in animation is executed during the period from time T04 to time T05. Then, at time T06, the NR animation ends and the SR animation starts. At time T07, after a predetermined amount of time has elapsed since the SR animation started, the second device animation starts and the second operation animation starts. For example, if the second operation animation is executed in the second animation mode, the second operation image DG2 is displayed on the animation display unit EH while the second operation animation is being executed. At time T08, while the second operation animation is being executed, if the second button D2 is operated, the second operation result animation is executed for a predetermined amount of time, and the second operation result animation ends at time T09. The SR animation ends at time T10. During the period from time T10 to time T11, as a symbol confirmation animation, the symbol combinations of animation symbols EZ1 to EZ3 are confirmed and stopped on the animation display unit EH. At time T11, the variable game ends.
[0120] Thus, in the pachinko game machine 10, during the execution of a single spin game, a reach effect is executed, and before and after the reach cut-in effect, which is executed together with the NR effect, a first device effect using the first button D1 and a second device effect using the second button D2 may be executed. For this reason, if both the first operation effect and the second operation effect are executed during the execution of a single spin game, the first operation image DG1 is displayed in the first operation effect, and after the reach cut-in effect is executed, the second operation image DG2, which has a higher probability of winning than the first operation image DG1, is displayed in the second operation effect. As mentioned above, the CPU 51 makes an execution decision for the second device effect regardless of the result of the execution decision for the first device effect, so the second device effect (second operation effect) can be executed regardless of whether or not the first button D1 was operated in the first operation effect.
[0121] In addition, in the pachinko game machine 10 of this embodiment, separate from the example shown in Figure 5, it is possible to perform an effect during the execution of one effect that is performed during the execution of one variation game, in which the first operation image DG1 displayed on the effect display unit EH is upgraded to a second operation image DG2 which has a higher probability of winning than the first operation image DG1. In the pachinko game machine 10 of this embodiment, the effect of upgrading the first operation image DG1 to the second operation image DG2 can be performed during the execution of the third device effect.
[0122] I will now explain the third device presentation. The pachinko game machine 10 is capable of executing a third device effect using the first button D1 or the second button D2 in the effect display unit EH during the execution of a variable game. The third device effect is an effect consisting of a third operation effect that prompts the operation of the first button D1 or the second button D2, and a third operation result effect that can be executed when the first button D1 or the second button D2 is operated in the third operation effect.
[0123] The period during which the third operation animation is performed (the third operation validity period described below) is the period during which the operation of the first button D1 or the second button D2 is reflected in the third operation result animation. Furthermore, the period during which the third operation animation is performed is also the period during which the operation of the first button D1 is reflected in the output of the confirmation sound, which is an example of an audio animation. The confirmation sound will be described later. The third operation animation is an example of an operation animation, and an example of a special operation animation. The third operation result animation is an example of an operation result animation.
[0124] The third device effect is an effect that is executed during the execution of a variable game in which an SR effect is performed, from a predetermined time after the start of the SR effect until the end of the SR effect. The period during which the third device effect is executed is later than the period during which the second device effect can be executed during the execution of the SR effect. The first device effect is an effect that can be executed during a predetermined period from the start of the variable game until the execution of the NR effect, so the first device effect, second device effect, and third device effect are effects that are executed for different periods. In the pachinko game machine 10, some or all of the first device effect, second device effect, and third device effect can be executed during the execution of one variable game. The third operation effect is an effect that prompts the operation of the first button D1 or the second button D2 to execute the third operation result effect, and the third operation result effect is an effect that can determine whether a jackpot game will be awarded after the end of the variable game being executed.
[0125] As shown in Figures 6(a) and (b), the third operation animation has two types of animation modes: a first animation mode in which the first operation image DG1 is displayed on the animation display unit EH, and a second animation mode in which the second operation image DG2 is displayed on the animation display unit EH. The first operation image DG1 is an operation image that prompts the user to press the first button D1, and the second operation image DG2 is an operation image that prompts the user to press the second button D2. In other words, the third operation animation is an animation in which either the first operation image DG1 that prompts the user to press the first button D1 or the second operation image DG2 that prompts the user to press the second button D2 is displayed. For example, the first operation image DG1 is an image that combines an image that mimics the first button D1 with an image consisting of the string "Press!", and is the same image as the first operation image DG1 displayed in the first operation animation. For example, the second operation image DG2 is an image that combines an image that mimics the second button D2 with an image consisting of the text "Press!", and is the same image as the second operation image DG2 displayed in the second operation animation. When the first operation image DG1 and the second operation image DG2 are superimposed on the background image BG2, they are displayed in front of the background image BG2. The display area of the first operation image DG1 and the second operation image DG2 is smaller than the display area of the background image BG2. Therefore, during the execution of the third operation animation, a portion of the background image BG2 becomes invisible.
[0126] When the third operation sequence is performed in the second sequence mode, the probability of winning a jackpot is higher than when it is performed in the first sequence mode. In other words, in the third operation sequence, the second operation image DG2 is an image that has a higher probability of winning a jackpot than the first operation image DG1. Thus, when the third operation sequence is performed, the probability of winning a jackpot can be determined. Furthermore, while the third operation sequence is being performed, regardless of whether the third operation sequence is performed in the first or second sequence mode, a remaining time image TG, which allows the remaining time of the third operation sequence to be determined, is displayed on the sequence display unit EH.
[0127] As shown in Figures 6(c) and 6(d), there are multiple types of presentation modes for the third operation result presentation. One presentation mode of the third operation result presentation is a first presentation mode in which a jackpot image WG consisting of the string "jackpot" is displayed on the presentation display unit EH, and the presentation movable body 70 is displaced from its original position P1 to the presentation position P2 and then back to its original position P1. Another presentation mode of the third operation result presentation is a second presentation mode in which a miss image LG consisting of the string "miss" is displayed on the presentation display unit EH. When the third operation result presentation is performed in the second presentation mode, the presentation movable body 70 is not displaced. When the jackpot image WG and miss image LG are superimposed on the background image BG2, they are displayed in front of the background image BG2. The display areas of the jackpot image WG and miss image LG are smaller than the display area of the background image BG2. Therefore, during the execution of the third operation result presentation, a portion of the background image BG2 becomes invisible.
[0128] The jackpot image WG is an image that can identify whether a jackpot will be awarded after the end of the currently running variable game. On the other hand, the losing image LG is an image that can identify whether a jackpot will not be awarded after the end of the currently running variable game. In other words, from the jackpot image WG and the losing image LG, it is possible to definitively determine whether or not a jackpot will be awarded after the end of the currently running variable game. Furthermore, when the third operation result effect is executed, it is possible to definitively determine whether or not a jackpot will be awarded after the end of the currently running variable game by whether or not the effect movable body 70 is displaced. Thus, when the first button D1 or the second button D2 is operated during the execution of the third operation effect, the effect display unit EH definitively displays whether or not a jackpot will be awarded after the end of the currently running variable game.
[0129] Let's explain the promotion chance sequence. The pachinko game machine 10 of this embodiment is capable of performing an upgrade chance effect. The upgrade chance effect is an effect that suggests that the first operation image DG1 displayed on the effect display unit EH may be upgraded to the second operation image DG2, which has a higher probability of winning a jackpot than the first operation image DG1. The upgrade chance effect is an effect that can be performed when the first operation image DG1 is displayed on the effect display unit EH during the first third operation effect that is executed when the third device effect is started.
[0130] Here, with reference to Figures 7 and 8, an example of the flow and form of the presentation when a promotion chance presentation is executed in the third device presentation will be explained. As shown in Figure 7, during the execution of the variable game, the SR performance begins at time T11, when the NR performance has finished. As shown in Figures 8(a) to (d), during the execution of the SR performance, the performance symbols EZ1 to EZ3 are displayed in the upper left of the performance display unit EH, and a background image BG2, execution image JG, and hold image HG, which are different from the performance symbols EZ1 to EZ3, are displayed. After a predetermined amount of time has elapsed since the start of the SR performance, the first third operation performance begins at time T12. As shown in Figure 8(a), in the first third operation performance, the first operation image DG1 is displayed on the performance display unit EH, prompting the player to operate the first button D1. If the first button D1 is operated at time T13 during the execution of the first third operation performance, the third operation result performance is not executed, the first third operation performance continues, and a confirmation sound is output from the speaker SP.
[0131] Subsequently, at point T14, when the maximum time limit for the third operation sequence has elapsed, the promotion chance sequence begins. As shown in Figure 8(b), during the promotion chance sequence, promotion sequence images SG1 and SG2 are displayed on the sequence display unit EH. For example, promotion sequence image SG1 is an image resembling a character, and promotion sequence image SG2 is an image consisting of an image resembling a speech bubble and the text "The button might be promoted?". The display of such promotion sequence images SG1 and SG2 suggests that during the promotion chance sequence, there is a possibility that the type of operation image will be promoted from the first operation image DG1 to the second operation image DG2.
[0132] When the promotion chance animation starts and the animation duration (5 seconds, for example) has elapsed, the promotion chance animation ends at time T15, and the second third operation animation begins. As shown in Figure 8(c), if the first operation image DG1 does not upgrade to the second operation image DG2 as a result of the promotion chance animation, the first operation image DG1 is displayed again on the animation display unit EH during the second third operation animation. On the other hand, as shown in Figure 8(d), if the first operation image DG1 is upgraded to the second operation image DG2 as a result of the promotion chance animation, the second operation image DG2 is displayed on the animation display unit EH during the second third operation animation. The second operation image DG2 is an example of a promotion operation image.
[0133] If, at time T16 during the execution of the second third operation sequence, the button corresponding to the operation image displayed on the performance display unit EH is operated, the third operation result sequence is executed. Subsequently, at time T17, the third operation result sequence ends. During the period from time T17 to time T18, as a symbol confirmation sequence, the symbol combinations EZ1 to EZ3 are confirmed and stopped on the performance display unit EH. At time T18, the variable game ends. In this way, during the execution of one variable game, the performance display unit EH may display the first operation image DG1, then execute a promotion chance sequence for a predetermined duration, and after the promotion chance sequence ends, display the second operation image DG2.
[0134] Next, with reference to Figure 9, the presentation patterns of the third device will be explained. As shown in Figure 9, there are multiple types of performance patterns for the third device performance. The multiple types of performance patterns are defined by the combination of whether or not a promotion chance performance is performed during the execution of the third device performance, and the type of operation image displayed on the performance display unit EH during the execution of the third operation performance in the third device performance.
[0135] Performance pattern EP1 is a performance pattern in which, after the first operation image DG1 is displayed during the first third operation performance, the promotion chance performance and the second third operation performance are not executed. Performance pattern EP1 is a performance pattern in which the operation of the first button D1 becomes available to the CPU 51 during the execution of the first third operation performance.
[0136] Performance pattern EP2 is a performance pattern in which, after the second operation image DG2 is displayed during the first third operation performance, the promotion chance performance and the second third operation performance are not executed. Performance pattern EP2 is a performance pattern in which the CPU 51 can accept the operation of the second button D2 during the execution of the first third operation performance.
[0137] Performance pattern EP3 is a performance pattern in which, after the first operation image DG1 is displayed during the first third operation performance, the promotion chance performance is executed, and after the promotion chance performance is executed, the first operation image DG1 is displayed again during the second third operation performance. Performance pattern EP3 is a performance pattern in which the operation of the first button D1 is accepted during the execution of the first third operation performance and the execution of the second third operation performance. Performance pattern EP3 is a performance pattern in which the operation image is not promoted during the first third operation performance and the second third operation performance.
[0138] Performance pattern EP4 is a performance pattern in which, after the first operation image DG1 is displayed in the first third operation performance, the promotion chance performance is executed, and after the promotion chance performance is executed, the second operation image DG2 is displayed in the second third operation performance. Performance pattern EP4 is a performance pattern in which the first button D1 becomes available for operation during the execution of the first third operation performance, and the second button D2 becomes available for operation during the execution of the second third operation performance. Performance pattern EP4 is a performance pattern in which the operation image is upgraded between the first third operation performance and the second third operation performance.
[0139] Based on these presentation patterns EP1 to EP4, the third device presentation is executed, and in the first third operation presentation, either the first operation image DG1 or the second operation image DG2, which has a higher probability of winning than the first operation image DG1, will be displayed. Furthermore, even if the second operation image DG2 is not displayed and the first operation image DG1 is displayed in the first third operation presentation, the second operation image DG2 may be displayed after the promotion chance presentation is executed. In other words, in the third device presentation, there is a possibility that the second operation image DG2 will be displayed in both the first and second third operation presentations.
[0140] In the third operation sequence, sequences EP2 and EP4, where the second operation image DG2 is ultimately displayed, have a higher probability of winning a jackpot compared to sequences EP1 and EP3, where the first operation image DG1 is ultimately displayed. Furthermore, even in sequences where the first operation image DG1 is ultimately displayed, sequence EP3 has a higher probability of winning a jackpot compared to sequence EP1. Similarly, even in sequences where the second operation image DG2 is ultimately displayed, sequence EP4 has a higher probability of winning a jackpot compared to sequence EP2. Therefore, if the first operation image DG1 is displayed in the first third operation sequence, and then the promotion chance sequence is executed, the probability of winning a jackpot increases regardless of whether the first operation image DG1 or the second operation image DG2 is displayed after the promotion chance sequence ends. In other words, the promotion chance sequence is a sequence that suggests a higher probability of winning a jackpot compared to before the sequence was executed. The promotion chance sequence is just one example of a specific sequence.
[0141] Furthermore, when the third device animation is executed based on animation pattern EP1, the first operation image DG1 is displayed in both the first and third operation animations, but the duration for which the operation animation is executed during the execution of the variable game, and the operation result animation executed when the first button D1 is pressed during the execution of the operation animation, are different. Similarly, when the third device animation is executed based on animation pattern EP2, the second operation image DG2 is displayed in both the second and third operation animations, but the duration for which the operation animation is executed during the execution of the variable game, and the operation result animation executed when the second button D2 is pressed during the execution of the operation animation, are different.
[0142] This section describes the process performed by CPU 51 to execute the third device performance. When a variation start command is input, CPU 51 decides to execute the third device effect if the variation pattern that can be identified from the input variation start command is a variation pattern in which an SR effect is executed.
[0143] When executing a third device animation, the CPU 51 determines the type of animation pattern for the third device animation by drawing a predetermined random number. The CPU 51 determines the type of animation pattern for the third device animation depending on whether the variation pattern that can be identified from the input variation start command is a winning variation pattern or a losing variation pattern. At this time, the CPU 51 determines the animation pattern such that the probability of winning is higher when animation pattern EP2 to EP4 is determined than when animation pattern EP1 is determined. Furthermore, the CPU 51 determines the animation pattern such that the probability of winning is higher when animation pattern EP4 is determined than when animation patterns EP2 and EP3 are determined. In addition, the CPU 51 determines the animation pattern such that the probability of winning is higher when animation pattern EP2 is determined than when animation pattern EP3 is determined. The CPU 51 stores information that can identify the determined animation pattern for the third device animation in the RWM 53.
[0144] If one of the performance patterns EP1, EP3, or EP4 is selected, the CPU 51 controls the performance display unit EH to display the first operation image DG1 at a predetermined timing, thereby initiating the first third operation performance. On the other hand, if performance pattern EP2 is selected, the CPU 51 controls the performance display unit EH to display the second operation image DG2 at a predetermined timing, thereby initiating the first third operation performance.
[0145] The CPU 51 initiates the first third operation animation and sets the third operation validity period for the first third operation animation. The third operation validity period is the period during which the operation of the first button D1 or the second button D2 is reflected in the third operation result animation based on the determined animation patterns EP1 to EP4, and during which the operation of the first button D1 is reflected in the output of the confirmation sound. At this time, the CPU 51 stores third operation validity period information that can identify it as the third operation validity period in the RWM 53.
[0146] When the first third operation animation begins, the CPU 51 sets a value in the RWM 53's operation valid timer that indicates the upper limit of the third operation valid period, and begins subtracting the value of the operation valid timer. In other words, in this embodiment, the period during which the value of the RWM 53's operation valid timer is subtracted becomes the third operation valid period. Also, when the first third operation animation begins, the CPU 51 controls the animation display unit EH to display the remaining time image TG. At this time, the CPU 51 displays the remaining time image TG so that the remaining time of the third operation animation can be determined based on the value of the RWM 53's operation valid timer.
[0147] During the third operation validity period, the CPU 51 determines whether an operation signal has been input from a button that is accepting operations based on the determined performance pattern. If the CPU 51 determines either performance pattern EP1 or EP2, it controls the performance display unit EH to terminate the first third operation performance and execute the third operation result performance, triggered by the input of an operation signal from a button that is accepting operations. If the CPU 51 has terminated the first third operation performance, it erases the value set in the operation validity timer of the RWM 53 and terminates the third operation validity period. At the same time, the CPU 51 erases the third operation validity period information of the RWM 53.
[0148] When CPU 51 determines either of the performance patterns EP3 or EP4, it controls speaker SP to output a confirmation sound upon receiving an operation signal from the first button D1. At this time, CPU 51 controls the performance display unit EH to continue the third operation performance without executing the third operation result performance. Also, CPU 51 does not erase the value set in the operation validity timer of RWM 53, and continues the third operation validity period.
[0149] If performance patterns EP1 and EP2 are determined and no operation signal is input from a button that is enabled to accept operations during the third operation validity period, or if either performance pattern EP3 or EP4 is determined, the CPU 51 controls the performance display unit EH to terminate the first third operation performance when the value set in the operation validity timer becomes 0. At this time, the CPU 51 clears the third operation validity period information in the RWM 53.
[0150] When either the EP3 or EP4 performance pattern is selected, the CPU 51 controls the performance display unit EH to start the promotion chance performance at the time the third operation performance is completed. That is, the CPU 51 controls the performance display unit EH to display the promotion performance image SG1 and the promotion performance image SG2. The CPU 51 starts the promotion chance performance regardless of whether the first operation signal or the second operation signal was input during the third operation validity period.
[0151] If the promotion chance animation starts and the animation duration (for example, 5 seconds) has elapsed, the CPU 51 terminates the promotion chance animation. At the same time, the CPU 51 starts the second third operation animation and sets the fourth operation validity period for the second third operation animation. The fourth operation validity period is the period during which the operation of the first button D1 or the second button D2 is reflected in the third operation result animation, based on the determined animation pattern EP3 or EP4. At this time, the CPU 51 stores information in the RWM 53 that identifies it as the fourth operation validity period.
[0152] When the second third operation animation begins, the CPU 51 sets a value indicating the upper limit of the fourth operation valid period in the operation valid timer of the RWM 53, just as when the first third operation animation begins, and starts subtracting the value of the operation valid timer. The CPU 51 controls the animation display unit EH to display the remaining time image TG, just as when the first third operation animation begins.
[0153] During the fourth operation validity period, the CPU 51 determines whether an operation signal has been input from a button that is set to accept operation based on the determined performance pattern. Upon receiving an operation signal from a button that is set to accept operation, the CPU 51 controls the performance display unit EH to terminate the second third operation performance and execute the third operation result performance. At this time, the CPU 51 erases the value set in the operation validity timer of the RWM 53 and ends the fourth operation validity period. The CPU 51 also erases the fourth operation validity period information of the RWM 53.
[0154] If no operation signal is input from a button that is enabled for operation during the fourth operation validity period, the CPU 51 controls the display unit EH to execute the third operation result display when the value set in the operation validity timer becomes 0. At this time, the CPU 51 clears the fourth operation validity period information in the RWM 53.
[0155] When executing the third operation result animation, the CPU 51 determines the type of animation mode for the third operation result animation according to the variation pattern that can be identified from the input variation start command. If the variation pattern that can be identified from the input variation start command is a jackpot variation pattern, the CPU 51 determines the first animation mode as the animation mode for the third operation result animation. If the variation pattern that can be identified from the input variation start command is a losing variation pattern, the CPU 51 determines the second animation mode as the animation mode for the third operation result animation. Once the CPU 51 has determined the animation mode for the third operation result animation, it controls the animation display unit EH to display either the jackpot image WG or the losing image LG based on the determined animation mode. Furthermore, if the CPU 51 has determined the first animation mode as the animation mode for the third operation result animation, it controls the animation actuator AC to have the animation movable body 70 execute a movable animation based on the movable animation data stored in the ROM 52.
[0156] Furthermore, during the third and fourth operation validity periods, the CPU 51 will not accept operations from buttons other than the first button D1 and second button D2 that are designated to accept operations based on the determined performance pattern. For example, if performance pattern EP3 is determined, the CPU 51 will ignore the second operation signal from the second button D2 during both the third and fourth operation validity periods. Also, as an example, if performance pattern EP4 is determined, the CPU 51 will ignore the second operation signal from the second button D2 during the third operation validity period. Moreover, if performance pattern EP4 is determined, the CPU 51 will ignore the first operation signal from the first button D1 during the fourth operation validity period.
[0157] Through the processing described above, in this embodiment, the third operation animation, the third operation result animation, and the promotion chance animation can be executed. As mentioned above, the CPU 51 starts the promotion chance animation regardless of whether the first operation signal or the second operation signal was input during the third operation validity period, and after the promotion chance animation ends, it executes the second third operation animation. In other words, the second third operation animation is executed regardless of whether the first button D1 was operated or not when the first operation image DG1 was displayed during the first third operation animation. That is, the first operation image DG1 or the second operation image DG2 displayed during the second third operation animation is displayed regardless of whether the first button D1 was operated or not when the first operation image DG1 was displayed during the first third operation animation. Furthermore, as mentioned above, when the animation pattern EP4 is determined, the CPU 51 reflects the operation of the second button D2 in the third operation result animation during the fourth operation validity period. Therefore, in this embodiment, during the execution of a single variable game, regardless of whether the first button D1 is operated or not when the first operation image DG1 is displayed, if the second button D2 is operated when the second operation image DG2 is displayed, the third operation result presentation is executed.
[0158] In this embodiment, the operation of the first button D1 and the second button D2 is not reflected during periods other than the first operation validity period, the second operation validity period, the third operation validity period, and the fourth operation validity period. For example, during periods when operation animations are not being performed during the execution of each operation result animation, the promotion chance animation, and the NR animation, the operation of the first button D1 and the second button D2 is not reflected. Also, the operation of the first button D1 and the second button D2 is not reflected during standby mode and during jackpot gameplay. The CPU 51 ignores the first operation signal and the second operation signal during periods other than the first operation validity period, the second operation validity period, the third operation validity period, and the fourth operation validity period.
[0159] Next, referring to Figure 10, we will describe the performance behavior when the power supply to the pachinko game machine 10 is stopped while the third operation performance in the third device performance is being executed, and then the power supply is resumed. In the pachinko game machine 10, if the power supply to the pachinko game machine 10 is stopped while the third operation performance is being executed, and the power supply is resumed while the RWM clear switch 45 is not operated, the power restoration performance is executed, and the first operation image DG1 is displayed on the performance display unit EH.
[0160] As shown in Figure 10, during the execution of the variable game (during the execution of the SR effect) at time T21 to T22, the effect symbols EZ1 to EZ3 are displayed in the upper left of the effect display unit EH, along with a background image BG2, an execution image JG, and a hold image HG that are different from the effect symbols EZ1 to EZ3. At time T22, when the third device effect is started, the first third operation effect is started. At this time, the first operation image DG1 and the remaining time image TG are displayed on the effect display unit EH. Then, at time T23, during the execution of the first third operation effect, the power supply to the pachinko game machine 10 is stopped.
[0161] At time T24, power is restored to the pachinko machine 10 with the RWM clear switch 45 not operated. At this time, the primary backup information stored in RWM 43 and the secondary backup information stored in RWM 53 are not initialized. The CPU 41 outputs a power restoration command to the sub-board 50 and, based on the information that can identify the variable time being measured, which is stored in RWM 43 as primary backup information, restarts the interrupted special game. Through this control, the special game that was running when the power supply was stopped is resumed from the state it was in when the power supply was stopped.
[0162] Furthermore, at time T24, the power restoration animation begins on the display unit EH. The power restoration animation is performed in a manner that displays a power restoration image FG consisting of the string "Power Restoring" on the display unit EH. During the execution of the power restoration animation, the background image BG2, animation symbols EZ1~EZ3, execution image JG, hold image HG, and remaining time image TG that were displayed before the power supply was cut off are not displayed. Also, if the third operation animation was being performed when the power supply was cut off, the first operation image DG1 is displayed on the display unit EH during the execution of the power restoration animation. If the third operation animation was not being performed when the power supply was cut off, the first operation image DG1 is not displayed during the execution of the power restoration animation, and only the power restoration image FG is displayed. The power restoration animation continues to be performed until time T25 when the resumed variable game ends. That is, during the period from time T24 to time T25, the power restoration image FG and the first operation image DG1 are displayed on the display unit EH. Subsequently, during the period from time T25 to time T26, as a symbol confirmation effect, the symbol combinations EZ1 to EZ3 are confirmed and displayed on the display unit EH. The variable game ends at time T26.
[0163] Here, we will explain the process for executing the power restoration animation and displaying the first operation image DG1 when the CPU 51 inputs a power restoration command. When a power restoration command is input during startup, the CPU 51 controls the display unit EH to display the power restoration image FG, thereby executing the power restoration effect. When a power restoration command is input, the CPU 51 determines whether either the third operation validity period information or the fourth operation validity period information is stored in the RWM 53. If either the third operation validity period information or the fourth operation validity period information is stored, the CPU 51 erases the stored third operation validity period information or fourth operation validity period information and controls the display unit EH to display the first operation image DG1.
[0164] After that, CPU 51 determines whether a variation termination command has been entered. If a variation termination command has not been entered, CPU 51 controls the performance display unit EH to continue displaying the power restoration image FG. Furthermore, if the first operation image DG1 is displayed on the performance display unit EH, CPU 51 controls the performance display unit EH to continue displaying the first operation image DG1. If a variation termination command has been entered, CPU 51 controls the performance display unit EH to terminate the display of the power restoration image FG. Furthermore, if the first operation image DG1 is displayed on the performance display unit EH, CPU 51 controls the performance display unit EH to terminate the display of the first operation image DG1. In addition, triggered by the input of a variation termination command, CPU 51 controls the performance display unit EH to stop and display performance symbols EZ1~EZ3 in a confirmed manner based on the input variation start command information stored in RWM 53. Furthermore, the CPU 51 does not accept input from the first button D1, the second button D2, and the third button D3 while the power restoration animation is in progress. The CPU 51 ignores the input signals from the first button D1, the second button D2, and the third button D3 while the power restoration animation is in progress.
[0165] As the CPU 51 performs the control described above, in the pachinko game machine 10, regardless of which of the third device performance patterns EP1 to EP4 is determined, the power supply is stopped when the first third operation performance is being executed. After the power supply is resumed, the power restoration performance is executed in the same manner until the variable game ends, and the first operation image DG1 is displayed. During the execution of the power restoration performance, even if the first operation image DG1 is displayed, the CPU 51 does not accept operation of the first button D1. Also, during the execution of the power restoration performance, the CPU 51 does not accept operation of the second button D2. In other words, during the execution of the power restoration performance, neither operation of the first button D1 nor operation of the second button D2 is reflected.
[0166] The power restoration animation and the display of the first operation image DG1, which are executed when the power supply is restored, will be executed in the same way as when the power supply was restored after being interrupted while the first third operation animation was being executed, even if the power supply to the pachinko game machine 10 was interrupted while the second third operation animation was being executed and then the power supply was restored afterward.
[0167] Furthermore, once the EP2 performance pattern is determined, even if the second operation image DG2 is displayed during the execution of the first third operation performance, the power supply will be stopped while the first third operation performance is being executed. After the power supply is restored, the power restoration performance will be executed until the end of the variable game, and the first operation image DG1 will be displayed.
[0168] Furthermore, even if the CPU 51 performs the control described above and the performance patterns EP3 and EP4 are determined, the power supply will be stopped while the first third operation performance is being executed. After the power supply is resumed, the power restoration performance will be executed during the execution of the resumed variable game, but the promotion chance performance and the second third operation performance will not be executed. Also, if the power supply is stopped while the promotion chance performance or the third operation result performance is being executed, after the power supply is resumed, the power restoration performance will be executed until the resumed variable game ends, but neither the first operation image DG1 nor the second operation image DG2 will be displayed during the execution of the power restoration performance. Therefore, if the power supply is stopped while the third operation performance is being executed during the execution of the variable game and either the first operation image DG1 or the second operation image DG2 is displayed, after the power supply is resumed, the second operation image DG2 will not be displayed during the execution of the resumed variable game.
[0169] The effects of the first embodiment will be described. (1-1) In the third operation sequence performed during a single variable game, even if the first operation image DG1 is initially displayed, the second operation image DG2 may be displayed after the promotion chance sequence is performed. The second operation image DG2 has a higher probability of a big win compared to the first operation image DG1. Therefore, even if the first operation image DG1 is displayed during a single variable game, it is possible to make the player expect the second operation image DG2 to be displayed, and consequently, to make the player expect to have an advantage. Thus, the enjoyment of the game can be enhanced.
[0170] (1-2) The second operation image DG2 may be displayed regardless of whether the first button D1 is operated or not when the first operation image DG1 is displayed. Therefore, when the first operation image DG1 is displayed, for a player who operates the first button D1, when the second operation image DG2 is displayed, a second operation effect can be enjoyed with a higher sense of expectation than when the first operation image DG1 was displayed. On the other hand, for a player who did not operate the first button D1 when the first operation image DG1 was displayed, when the second operation image DG2 is displayed, the willingness to operate the button can be heightened, so an opportunity to actively enjoy the operation effect can be provided. Thus, the interest in the game can be improved.
[0171] (1-3) When the second operation image DG2 is displayed, the intensity of the operation image displayed on the effect display unit EH is higher than when the first operation image DG1 is displayed. Therefore, it is possible to make it easier to draw attention to the second operation image DG2 compared to the first operation image DG1. And when the second operation image DG2 is displayed, it is possible to make it easier to intuitively grasp that the big win expectancy is higher than when the first operation image DG1 was displayed. Thus, the effect of the third operation effect can be enhanced, and the interest in the game can be improved.
[0172] (1-4) For example, if the second operation image DG2 suddenly appears after the first operation image DG1 is displayed during the execution of one variable game, there is a risk that the player will be confused. In contrast, an ascending chance effect that suggests that the big win expectancy increases during a predetermined period from when the first operation image DG1 is displayed until the second operation image DG2 is displayed is executed. Therefore, when the second operation image DG2 is displayed after the first operation image DG1 is displayed, after grasping that there is a possibility that the big win expectancy will increase, the player can enjoy the second third operation effect when the second operation image DG2 is displayed. Thus, it is possible to suppress the player from being confused by the sudden display of the second operation image DG2 after the first operation image DG1 is displayed.
[0173] (1-5) When the promotion chance animation is performed, if the first button D1 is operated while the first third operation animation is being performed, the third operation result animation will not be performed, and a confirmation sound will be output from speaker SP. Therefore, when the first third operation animation is being performed, operating the first button D1 will draw attention to whether the third operation result animation will be performed or a confirmation sound will be output. If a confirmation sound is output by operating the first button D1, it becomes possible to determine that the promotion chance animation will be performed, and the player can expect the second operation image DG2 to be displayed in the ongoing spinning game. Therefore, the enjoyment of the game can be enhanced.
[0174] (1-6) If the power supply to the pachinko machine 10 is interrupted while the third operation sequence is being performed, the first operation image DG1 will be displayed during the power restoration sequence, which will be performed after the power supply is restored. On the other hand, if the power supply to the pachinko machine 10 is interrupted while the third operation sequence is not being performed, the first operation image DG1 will not be displayed during the power restoration sequence, which will be performed after the power supply is restored. Therefore, whether or not the first operation image DG1 is displayed when the power supply is restored will allow the player to understand whether or not the third operation sequence was being performed when the power supply was interrupted.
[0175] (1-7) If the power supply is interrupted while the first operation image DG1 is displayed, there is a risk that the player may be surprised if the second operation image DG2 is displayed after the power supply is restored. On the other hand, if the power supply is interrupted while the first operation image DG1 is displayed, the second operation image DG2 will not be displayed during the execution of the resumed variable game after the power supply is restored. Therefore, it is possible to prevent the player from being surprised when the power supply is interrupted while the first operation image DG1 is displayed and during the execution of the resumed variable game after the power supply is restored, and it is also possible to prevent the player from having excessive expectations until the resumed variable game is completed.
[0176] [Second Embodiment] A second embodiment of the pachinko game machine 10 will be described. In the following description, the same reference numerals are used for components and control functions that are the same as those described in the previously explained embodiments, and redundant explanations are omitted or simplified.
[0177] In the second embodiment of the pachinko game machine 10, in addition to the configuration of the first embodiment, there is an operation prompting effect that the performance display unit EH can execute during the execution of a variable game. The operation prompting effect is an effect that can be executed during a predetermined period before the first third operation effect of the third device effect is executed. The operation prompting effect is an effect that suggests an operation image in advance to prompt an action in the first third operation effect that is executed after the operation prompting effect has been executed. The operation image is an image that requests an action from the player, and in the operation prompting effect, such an image requesting an action is suggested in advance. For this reason, the operation prompting effect is an effect that makes it possible to identify in advance that an operation effect will be executed. In this embodiment, the operation prompting effect is not executed before the first operation effect is executed, before the second operation effect is executed, and before the second third operation effect is executed.
[0178] Here, referring to Figure 11, we will explain an example of the flow and form of the effects when an action prompt is performed during the execution of a variable game. As shown in Figure 11, the variable game starts at time T31, and then at time T32, the first device animation and the first operation animation start. Note that during the period from time T31 to time T32, after the variable game has started but before the first operation animation starts, no operation prompt animation is performed. After the NR animation ends, the SR animation starts at time T33. During the execution of the variable game from time T33 to time T34, the SR animation is performed, so the animation symbols EZ1 to EZ3 are displayed in the upper left of the animation display unit EH, and a background image BG2, execution image JG, and hold image HG, which are different from the animation symbols EZ1 to EZ3, are displayed.
[0179] Subsequently, during the period from time T34 to time T35, before the first execution of the third operation sequence, an operation prompt sequence is executed. In the operation prompt sequence, an example of a specific image, known as a prompt image, is displayed on the sequence display unit EH. The prompt image is an image that suggests, over time, the operation image that will be displayed in the first third operation sequence, which is executed after the operation prompt sequence is executed, in a way that makes it easier to understand. In other words, the prompt image can be said to be an image that suggests in advance the first button D1 or the second button D2 that prompts the user to perform an operation in the first third operation sequence, which is executed after the operation prompt sequence is executed.
[0180] The teasing images include a first teasing image AG1 that foreshadows the first operation image DG1, and a second teasing image AG2 that foreshadows the second operation image DG2. For example, the first teasing image AG1 is an image that is superimposed on a rectangular background image dedicated to the operation teasing effect, and displays an image that resembles the first button D1, which is divided into two parts, and gradually merges into one over time. For example, the second teasing image AG2 is an image that is superimposed on a rectangular background image dedicated to the operation teasing effect, and displays an image that resembles the second button D2, which is divided into two parts, and gradually merges into one over time. The first teasing image AG1 is an example of the first specific image, and the second teasing image AG2 is an example of the second specific image.
[0181] The operation prompting effect has two modes of execution: a first mode in which the first prompting image AG1 is displayed on the display unit EH, and a second mode in which the second prompting image AG2 is displayed on the display unit EH. The operation prompting effect is executed in the first mode if the first operation image DG1 is displayed during the first third operation, and in the second mode if the second operation image DG2 is displayed during the first third operation. In other words, the operation prompting effect is an effect that is executed based on the execution pattern of the third device effect.
[0182] During the execution of the action prompting sequence, the first prompting image AG1 or the second prompting image AG2 is displayed as described above, allowing the player to sense that the timing for the display of the first operation image DG1 or the second operation image DG2 is approaching as time progresses. In other words, the action prompting sequence is not simply a sequence that hints at the operation image to be displayed in the first third operation sequence that is executed after the action prompting sequence has been performed, but rather a sequence that encourages the player to anticipate the display of the first operation image DG1 or the second operation image DG2 as time progresses, as the third operation sequence is executed. Furthermore, the action prompting sequence is neither a sequence that displays the operation image itself that prompts action in the first third operation sequence, nor a sequence that requests action from the player. For this reason, the action prompting sequence is a different sequence from the sequence that prompts action on the first button D1 or the second button D2.
[0183] The first hype image AG1 and the second hype image AG2 are both displayed in the same display area in the performance display unit EH. The display areas of the first hype image AG1 and the second hype image AG2 in the performance display unit EH overlap with the display areas of the performance symbols EZ1 to EZ3, a portion of the display area of the background image BG2, a portion of the display area of the execution image JG, and a portion of the display area of the hold image HG. When the background image BG2, execution image JG, and hold image HG are superimposed on the hype images AG1 and AG2, they are displayed behind the hype images AG1 and AG2. Therefore, during the execution of the operation hype performance, a portion of the background image BG2, a portion of the execution image JG, and a portion of the hold image HG become invisible. In other words, during the execution of the operation hype performance, the visibility of the background image BG2, execution image JG, and hold image HG is reduced compared to before the operation hype performance is executed.
[0184] On the other hand, when the performance symbols EZ1 to EZ3 are superimposed on the promotional images AG1 and AG2, they are displayed in front of the promotional images AG1 and AG2. In addition, the first and second additional symbols are displayed on the additional symbol display units 20a and 20b, and are therefore always visible. For this reason, during the execution of the operation promotional performance, the performance symbols EZ1 to EZ3, the first additional symbol, and the second additional symbol are all visible.
[0185] When the action prompting animation ends, at time T35, the third device animation begins, and the first third action animation starts. At this time, the two images that were split during the action prompting animation merge. The merged image is an image that mimics either the first button D1 or the second button D2, which constitute part of the operation image displayed in the first third action animation. During the period from time T35 to time T36 when the first third action animation is performed, if the first prompting image AG1 was displayed during the action prompting animation, the first operation image DG1 is displayed, and if the second prompting image AG2 was displayed during the action prompting animation, the second operation image DG2 is displayed. After the first third action animation ends, the third action result animation is performed from time T36 to time T37. At time T38, the variable game ends.
[0186] This section explains the process by which CPU51 executes the interactive prompts and effects. When the CPU 51 determines the type of animation pattern for the third device animation, it controls the animation display unit EH to execute an operation prompt animation during a predetermined period before the first execution of the third device animation, based on the determined animation pattern. When the CPU 51 determines one of the animation patterns EP1, EP3, or EP4, it controls the animation display unit EH to display the first prompt image AG1. When the CPU 51 determines animation pattern EP2, it controls the animation display unit EH to display the second prompt image AG2.
[0187] When the background image BG2, execution image JG, and hold image HG are superimposed with the teasing images AG1 and AG2, the CPU 51 controls the performance display unit EH so that the teasing images AG1 and AG2 are displayed in front of the background image BG2, execution image JG, and hold image HG. When the performance symbols EZ1 to EZ3 are superimposed with the teasing images AG1 and AG2, the CPU 51 controls the performance display unit EH so that the performance symbols EZ1 to EZ3 are displayed in front of the teasing images AG1 and AG2.
[0188] CPU 51 does not accept input from either the first button D1 or the second button D2 while the prompting animation is running. CPU 51 ignores the input signals from the first button D1 and the second button D2 while the prompting animation is running. Because CPU 51 performs this control, the third input result animation is not executed while the prompting animation is running. In other words, while the prompting animation is running, the input of buttons prompting input in the first third input animation that follows the prompting animation will not be reflected. Also, while the prompting animation is running, input of buttons other than the first button D1 and the second button D2 that prompt input in the first third input animation that follows the prompting animation will not be reflected.
[0189] The effects of the second embodiment will now be described. (2-1) When the first button D1 is pressed during the execution of the first operation animation, it is displayed in a non-deterministic way whether a jackpot game will be awarded after the end of the ongoing variable game. When the first button D1 or the second button D2 is pressed during the execution of the third operation animation, it is displayed in a definitive way whether a jackpot game will be awarded after the end of the ongoing variable game. In other words, the third operation animation is more important to the player than the first operation animation. An operation prompt animation is performed before the execution of the third operation animation, while no operation prompt animation is performed before the execution of the first operation animation. Therefore, the presence or absence of an operation prompt animation before the execution of an operation animation allows the player to intuitively understand that the third operation animation is more important than the first and second operation animations.
[0190] (2-2) In the prompting action sequence, prompting images AG1 and AG2 are displayed in advance to suggest the buttons that prompt action during the first third action sequence. Therefore, the buttons that prompt action during the first third action sequence can be made known in advance while the prompting action sequence is running. Thus, preparations for operating the buttons in the third action sequence can be made before the first third action sequence is executed.
[0191] (2-3) While the action prompting animation is running, all of the animation symbols EZ1 to EZ3 are visible, while the background image BG2, execution image JG, and hold image HG are less visible compared to before the action prompting animation is running. Therefore, while the action prompting animation is running, it is possible to make the prompting images AG1 and AG2 stand out while still allowing all of the animation symbols EZ1 to EZ3 to be visible.
[0192] (2-4) By having an action prompting animation be performed before the first third action animation is executed, it becomes easier to understand the timing of when the first action image DG1 or the second action image DG2 will be displayed in the first third action animation, compared to when the action prompting animation is not performed. Furthermore, it becomes possible to make the player expect the second action image DG2 to be displayed in the third action animation.
[0193] (2-5) The type of prompting image displayed during the execution of the prompting animation makes it possible to determine which of the first and second operation images, DG1 and DG2, will be displayed in the first third operation animation that follows. Therefore, when the prompting animation is executed, attention can be drawn to the type of prompting image displayed. If the second prompting image AG2 is displayed during the prompting animation, it becomes possible to determine that the second operation image DG2 will be displayed in the third operation animation that follows, and the player can expect to receive a bonus after the end of the ongoing variable game.
[0194] (2-6) An action prompt can be performed before the action is performed, and while the action prompt is being performed, the button operations suggested by the prompt images AG1 and AG2 are not reflected. Therefore, it is possible to draw attention to the action prompt more easily than when the button operations suggested by the prompt images AG1 and AG2 are reflected while the action prompt is being performed.
[0195] [Third Embodiment] A third embodiment of the pachinko game machine 10 will be described. In the following description, the same reference numerals are used for components and control functions that are the same as those described in the previously explained embodiments, and redundant explanations are omitted or simplified.
[0196] In the third embodiment of the pachinko game machine 10, in addition to the configuration of the second embodiment, customization of the effects is possible during the execution of the operation prompting effect described above, during the execution of the first third operation effect, during the execution of the second third operation effect, and during the standby state. Specifically, in the third embodiment of the pachinko game machine 10, as a customization of the effects, the first effect mode of the third operation result effect can be set to either a first effect mode with a movable effect or a first effect mode without a movable effect. When the third operation result effect is executed, the third operation result effect is executed in the first effect mode that is set at the timing of the execution of the third operation result effect.
[0197] When customizing during the execution of an action prompt, it is possible to switch between two settings: one in which a third action result animation is executed with a moving animation each time one of the first button D1 and second button D2 is pressed, and another in which the third action result animation is executed without a moving animation. In other words, during the execution of an action prompt, the operation of one of the first button D1 and second button D2, which is different from the button suggested by the prompt image displayed on the performance display unit EH, will be reflected in the customization. Specifically, if the prompt image AG1 is displayed on the performance display unit EH, the operation of the second button D2 will be reflected in the customization during the execution of the action prompt. On the other hand, if the prompt image AG2 is displayed on the performance display unit EH, the operation of the first button D1 will be reflected in the customization during the execution of the action prompt.
[0198] When customizing during the first and second executions of the third operation animation, it is possible to switch between two settings: one in which the third operation result animation is executed with a moving animation each time a button other than the button prompting the user during the currently running third operation animation (either the first button D1 or the second button D2) is pressed, and another in which the third operation result animation is executed without a moving animation. In other words, during the execution of the third operation animation, the operation of the button prompting the user during the currently running third operation animation (either the first button D1 or the second button D2) is reflected in the third operation result animation, and the operation of a button other than the button prompting the user during the currently running third operation animation is reflected in the customization. Specifically, if the currently running third operation animation prompts the user to press the first button D1, the operation of the first button D1 is reflected in the third operation result animation, and the operation of the second button D2 is reflected in the customization. Also, if the currently running third operation animation prompts the user to press the second button D2, the operation of the second button D2 is reflected in the third operation result animation, and the operation of the first button D1 is reflected in the customization.
[0199] As described above, if the first presentation mode of the third operation result presentation can only be customized during the execution of the operation prompt presentation and the execution of the third operation presentation, then the first presentation mode of the third operation result presentation cannot be customized unless the third device presentation is executed during the execution of the variable game. In contrast, in the pachinko game machine 10 of this embodiment, the first presentation mode of the third operation result presentation can be customized not only during the above-mentioned period but also during the standby state.
[0200] When customizing in standby mode, it is possible to switch between two settings: one where pressing either the first button D1 or the second button D2 triggers a third action result animation accompanied by a motion animation, and another where the third action result animation is triggered without a motion animation. In other words, while in standby mode, pressing either the first button D1 or the second button D2 will be reflected in the customization.
[0201] Here, we will explain the control mechanisms that enable customization in CPU51. When a startup command is entered, CPU51 stores information in RWM53 as customization information that identifies the execution of a third operation result animation accompanied by a moving animation.
[0202] When the CPU 51 determines the type of animation pattern for the third device animation, it controls the animation display unit EH to execute an operation prompt animation during a predetermined period before the first execution of the third device animation, based on the determined animation pattern. Specifically, when the CPU 51 determines one of the animation patterns EP1, EP3, or EP4, it determines whether a second operation signal has been input during the execution of the operation prompt animation. If a second operation signal has been input, the CPU 51 changes the customization information stored in the RWM 53. The customization information includes information that can identify whether the third operation result animation will be executed with a movable animation, and information that can identify whether the third operation result animation will be executed without a movable animation. When the CPU 51 determines one of the animation patterns EP1, EP3, or EP4, it ignores the first operation signal during the execution of the operation prompt animation.
[0203] If CPU 51 determines the EP2 presentation pattern, it checks whether a first operation signal was input during the execution of the operation prompt presentation. If a first operation signal was input, CPU 51 changes the customization information. If the EP2 presentation pattern is determined, CPU 51 ignores the second operation signal during the execution of the operation prompt presentation.
[0204] The CPU 51 determines whether either the third operation validity period information or the fourth operation validity period information is stored in the RWM 53. If the third operation validity period information is stored, the CPU 51 identifies the type of performance pattern for the determined third device performance. If one of the performance patterns EP1, EP3, or EP4 is determined, the CPU 51 determines whether a second operation signal has been input. If a second operation signal has been input, the CPU 51 changes the customization information. If the performance pattern for the third device performance is performance pattern EP2, the CPU 51 determines whether a first operation signal has been input. If a first operation signal has been input, the CPU 51 changes the customization information.
[0205] If the fourth operation validity period information is stored, the CPU 51 identifies the type of performance pattern for the determined third device performance. If the performance pattern for the third device performance is performance pattern EP3, the CPU 51 determines whether a second operation signal has been input. If a second operation signal has been input, the CPU 51 changes the customization information. If the performance pattern for the third device performance is performance pattern EP4, the CPU 51 determines whether a first operation signal has been input. If a first operation signal has been input, the CPU 51 changes the customization information.
[0206] The CPU 51 checks if the standby flag is stored. If the standby flag is stored, the CPU 51 checks if either the first operation signal or the second operation signal has been input. If either the first operation signal or the second operation signal has been input, the CPU 51 changes the customization information.
[0207] When the CPU 51 executes the third operation result animation, it executes the third operation result animation based on the customization information stored in the RWM 53. As the CPU 51 performs the control described above, when the power to the pachinko game machine 10 is turned on, regardless of whether the RWM clear switch 45 was operated when the power was turned on, the first performance mode of the third operation result performance is set to be performed with a movable performance. Furthermore, as long as the power supply to the pachinko game machine 10 is not stopped, the customization information stored in the RWM 53 is maintained until the next customization is performed. Also, as the CPU 51 performs the control described above, in this embodiment, the first performance mode of the third operation result performance cannot be customized except when the operation prompting performance is being executed, when the third operation performance is being executed, and when in standby mode. For example, the first performance mode of the third operation result performance cannot be customized even when the promotion chance performance is being executed.
[0208] Here, with reference to Figure 12, an example of a case in which an operation prompting effect is executed and customization is performed during the execution of an SR effect will be described. Figure 12 shows an example in which effect pattern EP4 is determined as the effect pattern for the third device effect.
[0209] As shown in Figure 12, the SR (Super Rare) effect starts at time T51. At this time, the first effect mode of the third operation result effect is set to include a movable effect. In Figure 12, the situation where the first effect mode of the third operation result effect is set to include a movable effect is indicated as "Yes". Subsequently, during the period from time T52 to time T54, before the first execution of the third operation effect, the operation prompt effect is executed. The operation prompt effect is executed in the first effect mode in which the first prompt image AG1 is displayed.
[0210] During the execution of the action prompt animation, the operation of the first button D1 cannot be reflected in the customization. On the other hand, the operation of the second button D2 can be reflected in the customization. If the second button D2 is operated at time T53 while the action prompt animation is being executed, the first animation mode of the third action result animation will be set to not include a movable animation. In Figure 12, the situation where the first animation mode of the third action result animation is set to not include a movable animation is shown as "None".
[0211] When the prompting animation ends, the first third operation animation is executed between time points T54 and T56. At this time, the first operation image DG1 is displayed on the animation display unit EH. In this case, while the first third operation animation is being executed, it becomes possible to reflect the operation of the first button D1 in the output of the confirmation sound, and it also becomes possible to reflect the operation of the second button D2 in the customization. If the second button D2 is operated at time T55 while the first third operation animation is being executed, the operation of the second button D2 is reflected in the customization, and the first animation mode of the third operation result animation is set to include a movable animation.
[0212] Once the first third operation sequence is complete, the promotion chance sequence will be executed at time points T56 to T57. During the promotion chance sequence, the operations of the first button D1 and the second button D2 cannot be reflected in the third operation result sequence. Also, during the promotion chance sequence, the operations of the first button D1 and the second button D2 cannot be reflected in the customization settings.
[0213] When the promotion chance animation ends, the second third operation animation is executed between time points T57 and T59. At this time, the second operation image DG2 is displayed on the animation display unit EH. In this case, while the second third operation animation is being executed, it becomes possible to reflect the operation of the first button D1 in the customization, and it also becomes possible to reflect the operation of the second button D2 in the third operation result animation. If the first button D1 is operated at time T58 while the second third operation animation is being executed, the operation of the first button D1 is reflected in the customization, and the first animation mode of the third operation result animation is set to not include a movable animation. As a result, if the second button D2 is operated at time T59 while the second third operation animation is being executed, the third operation result animation will be executed in the first animation mode without a movable animation during the period from time T59 to T60. The variable game ends at time T61.
[0214] Thus, in this embodiment, customization during the execution of the operation prompting effect, the execution of the third operation effect, and the standby state can be reflected in the first performance mode of the third operation result effect. Of the first button D1 and the second button D2, the button suggested by the prompting images AG1 and AG2 displayed during the execution of the operation prompting effect, and the button that prompts operation in the third operation effect, is an example of a specific operation unit. On the other hand, of the first button D1 and the second button D2, the button that is different from the button suggested by the prompting images AG1 and AG2 displayed during the execution of the operation prompting effect, and that is different from the button that prompts operation in the third operation effect, is an example of a non-specific operation unit.
[0215] The effects of the third embodiment will be described. (3-1) When the first presentation mode of the third operation result presentation includes a movable animation, it can have an impact on the player when the third operation result presentation is executed based on the first presentation mode, but there is also a risk that the player may be surprised. To address this, the first presentation mode of the third operation result presentation can be customized to include or exclude a movable animation. Therefore, players can choose whether or not to include a movable animation in the first presentation mode of the third operation result presentation according to their preference, thereby improving the enjoyment of the game.
[0216] (3-2) During the execution of the variable game, in addition to the third device effect, effects using the first button D1 and second button D2, such as the first device effect and the second device effect, may be executed. However, even during the execution of the variable game, the first effect mode of the third operation result effect can be customized during the execution of the operation prompt effect during the execution of the third device effect and during the execution of the third operation effect. Therefore, the period during which customization can be performed using the first button D1 and second button D2 does not overlap with the period during which the first device effect and the second device effect using the first button D1 and second button D2 are executed. As a result, the first device effect, the second device effect, and the customization can all be executed appropriately.
[0217] (3-3) During the execution of the action prompting animation, the prompting images AG1 and AG2 are displayed, which suggests in advance that the first operation image DG1 or the second operation image DG2 will be displayed. Therefore, the player can understand that a situation will arise in the ongoing variable game where the third operation prompt will be executed and the third operation result prompt will become available. At this timing, the presentation style of the third operation result prompt can be customized. Thus, after making the player aware that a situation will arise in the ongoing variable game where the third operation result prompt will become available, a period can be provided during which the presentation style of the third operation result prompt can be customized before the third operation prompt that makes the third operation result prompt available is executed. In this way, the presentation of the third operation result prompt can be customized at an appropriate timing depending on the situation.
[0218] (3-4) During the execution of the action prompting animation, the operation of a button other than the one suggested by the prompting images AG1 and AG2 among the first button D1 and second button D2 will be reflected in the customization. For example, even if a player who has seen the prompting images AG1 and AG2 tries to execute the third action result animation while the action prompting animation is running and operates the button suggested by the prompting images AG1 and AG2 before the third action animation is executed, the customization information will be maintained. Thus, it is possible to prevent the customization information from being changed unintentionally by the player while the action prompting animation is running.
[0219] (3-5) Even while the third operation sequence is in progress, the first presentation mode of the third operation result sequence can be customized by operating a button other than the button prompting the player to operate, as long as the player has not yet operated the button prompting the player to operate during the third operation sequence. Therefore, even after the third operation sequence has started, customizations that will be reflected in the first presentation mode of the third operation result sequence can be made until just before the third operation result sequence is executed. Furthermore, by operating the button prompting the player to operate when the customization is complete, the third operation result sequence can be executed in a first presentation mode that suits the player's preference. Thus, customization can be carried out effectively.
[0220] (3-6) Customizations made during the execution of an action prompt or a third action sequence can be reflected in the first presentation mode of the third action result sequence in the ongoing variable game. Therefore, it is possible to confirm whether or not the customization has been reflected before the variable game in which the customization was made ends. Thus, customization can be carried out in an appropriate manner.
[0221] The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0222] In the above embodiment, instead of displaying the jackpot symbols when a jackpot is won in the special jackpot lottery, the minor prize symbols may be displayed when a minor prize is won in the special jackpot lottery. In this case, a minor prize game may be awarded after the special game for the minor prize is completed. The minor prize game may be an example of a bonus.
[0223] The first device presentation may be a presentation that suggests the probability (hereinafter referred to as the probability of winning) that a big win game or a small win game (hereinafter, big win games and small win games are collectively referred to as win games) will be awarded after the end of the variable game being played. When the first operation result presentation is performed in the second presentation mode, it is preferable that the probability of winning is higher than when it is performed in the first presentation mode. In this case, the second result image KG2 is preferable to the first result image KG1, which is preferable to the image with a higher probability of winning. In this case, in the first device presentation, when the first button D1 is operated during the execution of the first operation presentation, the presentation display unit EH will display in a non-deterministic manner whether a small win game will be awarded after the end of the variable game being played.
[0224] The second device animation may be an animation that suggests the likelihood of winning. The second operation result animation should be an animation that indicates a higher likelihood of winning when performed in the second animation mode compared to when performed in the first animation mode. In this case, the fourth result image KG4 should be an image that indicates a higher likelihood of winning compared to the third result image KG3. In this case, in the second device animation, the animation display unit EH will display in a non-deterministic manner whether a winning game will be awarded after the end of the ongoing variable game when the second button D2 is operated during the execution of the second operation animation.
[0225] • The second operation sequence may be a sequence that has a higher probability of winning compared to the first operation sequence. The third device presentation may be a presentation that can determine whether a winning game will be awarded after the end of the currently running variable game. The third operation presentation may be a presentation that has a higher probability of winning when performed in the second presentation mode compared to when performed in the first presentation mode. In this case, the second operation image DG2 may be an image that has a higher probability of winning compared to the first operation image DG1. Furthermore, the presentation modes of the third operation result presentation may include a first presentation mode in which an image that can determine whether a winning game will be awarded after the end of the currently running variable game is displayed and the presentation movable body 70 is displaced, and a second presentation mode in which an image that can determine whether a winning game will not be awarded after the end of the currently running variable game is displayed and the presentation movable body 70 is not displaced. In this case, when the first button D1 or the second button D2 is operated during the execution of the third operation presentation, the presentation display unit EH will definitively display whether a winning game will be awarded after the end of the currently running variable game.
[0226] • The promotion chance animation may be an animation that suggests the probability of winning has increased compared to before the animation was performed. The external dimensions of the first button D1, the second button D2, and the third button D3 may be the area of the part of each button that is exposed to the outside of the machine, including the part that the player cannot touch. Alternatively, the external dimensions of the first button D1, the second button D2, and the third button D3 may be the total surface area of the structure that makes up each button.
[0227] Even if the first button D1 is not pressed during the execution of the first operation animation, the first operation result animation may be executed when the first operation validity period ends. Alternatively, if the first button D1 is not pressed during the execution of the first operation animation, the first operation result animation may be executed when a period longer than a predetermined first operation validity period has elapsed.
[0228] Even if the second button D2 is not pressed during the execution of the second operation animation, the second operation result animation may be executed when the second operation validity period ends. Alternatively, if the second button D2 is not pressed during the execution of the second operation animation, the second operation result animation may be executed when a longer period than the predetermined second operation validity period has elapsed.
[0229] - When the performance patterns EP1 and EP2 of the third device performance are determined, the third operation result performance may be executed if a longer period than the predetermined third operation validity period has elapsed during the execution of the first third operation performance. Alternatively, the third operation result performance may be executed if a longer period than the predetermined fourth operation validity period has elapsed during the execution of the second third operation performance.
[0230] In the first operation sequence, the first operation image DG1 may be displayed or the second operation image DG2 may be displayed as a result of a lottery. In this case, it is preferable that the lottery is conducted in such a way that the probability of winning is higher when the second operation image DG2 is displayed compared to when the first operation image DG1 is displayed.
[0231] The first operation result presentation may have three or more presentation modes. If there are three or more presentation modes for the first operation result presentation, the probability of winning may differ for each presentation mode, or multiple presentation modes with the same probability of winning may be included. Furthermore, if there are three or more presentation modes for the first operation result presentation, in addition to the presentation modes of the first embodiment, presentation modes that can identify that the currently running variable game will result in a win may be included.
[0232] The first operation result presentation may have three or more presentation modes. If there are three or more presentation modes for the first operation result presentation, the expected probability of winning may differ for each mode, or multiple presentation modes with the same expected probability of winning may be included. Furthermore, if there are three or more presentation modes for the first operation result presentation, in addition to the presentation modes of the first embodiment, a presentation mode that displays an image suggesting that the currently running variable game will result in a win may be included. The same applies to the second operation result presentation.
[0233] The third operation result presentation may have three or more presentation modes. If there are three or more presentation modes for the third operation result presentation, there may be an image separate from the jackpot image WG that identifies that a winning game will be awarded after the end of the currently running variable game. For example, the third operation result presentation may include a presentation mode in which an image consisting of the string "Congratulations" is displayed. If there are three or more presentation modes for the third operation result presentation, there may be an image separate from the losing image LG that identifies that a winning game will not be awarded after the end of the currently running variable game. For example, the third operation result presentation may include a presentation mode in which an image consisting of the string "Too bad" is displayed.
[0234] When the first operation animation is executed, the display area of the first operation image DG1 may be the same as the display area of the background image BG1. In other words, when the first operation image DG1 is displayed in the first operation animation, the background image BG1 may become invisible.
[0235] When the second operation animation is executed, the display area of the second operation image DG2 may be the same as the display area of the background image BG2. In other words, when the second operation image DG2 is displayed in the second operation animation, the background image BG2 may become invisible.
[0236] The first operation image DG1 displayed in the third operation animation does not have to be the same image as the first operation image DG1 displayed in the first operation animation, as long as it is an image that prompts the user to press the first button D1. Similarly, the second operation image DG2 displayed in the third operation animation does not have to be the same image as the second operation image DG2 displayed in the second operation animation, as long as it is an image that prompts the user to press the second button D2.
[0237] When the third operation animation is executed, the display areas of the first operation image DG1 and the second operation image DG2 may be the same as the display area of the background image BG2. In other words, when the first operation image DG1 or the second operation image DG2 is displayed in the second operation animation, the background image BG2 may become invisible.
[0238] When the third operation animation is executed, the display area of the first operation image DG1 may be smaller than that of the background image BG2, while the display area of the second operation image DG2 may be the same as that of the background image BG2. In other words, in the second operation animation, when the first operation image DG1 is displayed, a part of the background image BG2 may become invisible, while when the second operation image DG2 is displayed, the background image BG2 may become invisible.
[0239] During the execution of the SR (Super Rare) effect, it is possible to prevent both the execution image JG and the hold image HG from being displayed. In this case, both the execution image JG and the hold image HG will not be displayed during the execution of the second operation effect, the second operation result effect, the operation prompt effect, the third operation effect, and the third operation result effect.
[0240] During the execution of the SR (Super Rare) effect, either the execution image JG or the hold image HG may be displayed. In this case, during the execution of the second operation effect, the second operation result effect, the operation prompt effect, the third operation effect, and the third operation result effect, either the execution image JG or the hold image HG will be displayed.
[0241] The third device animation does not have to be started during the execution of an SR animation, as long as it is an animation that can be performed during the execution of a single variable game. For example, the third device animation may be an animation that is started after the variable game has started but before the reach animation (NR animation or SR animation) has started. In this case, the first third operation animation may be performed after the variable game has started but before the reach animation has started, and the second third operation animation may be performed during the execution of the NR animation, or the second third operation animation may be performed during the execution of the SR animation. For example, the third device animation may be started in the period between the start of the NR animation and the start of the SR animation. In this case, the first third operation animation may be performed in the period between the start of the NR animation and the start of the SR animation, and the second third operation animation may be performed during the execution of the SR animation.
[0242] When the promotion chance animation is performed, if the first button D1 is operated during the execution of the first third operation animation, in addition to or instead of outputting a confirmation sound, an image that can identify that the operation of the first button D1 has been accepted may be displayed on the animation display unit EH. In addition to or instead of outputting a confirmation sound, a light-emitting animation that can identify that the operation of the first button D1 has been accepted may be performed by the decorative lamp LA.
[0243] - When the promotion chance animation is performed, a confirmation sound may be output when the second button D2 is pressed during the execution of the first third operation animation. In addition to, or instead of outputting the confirmation sound, an image that can identify that the operation of the second button D2 has been accepted may be displayed on the animation display unit EH. In addition to, or instead of outputting the confirmation sound, a lighting animation that can identify that the operation of the second button D2 has been accepted may be performed by the decorative lamp LA.
[0244] The duration of the promotion chance animation is set at 5 seconds as an example, but it may be longer or shorter than 5 seconds. It just needs to be shorter than the duration of the third device animation.
[0245] • There may be multiple types of promotion chance sequences. In this case, the probability of winning may differ depending on the type of promotion chance sequence. Also, the duration of the promotion chance sequence may differ depending on the type of sequence.
[0246] In this example of modification, a difference in the type of promotion chance effect may also mean a difference in the type of image displayed during the execution of the promotion chance effect. For example, a difference in the type of image may mean a difference in the type or color of the character depicted in the image. For example, a difference in the type of image may mean a difference in the type or color of the text depicted in the image. Furthermore, even if the images are the same, a difference in the type of image may mean that the size of the display area when displayed on the effect display unit EH is different.
[0247] The promotion chance sequence is not limited to being executed by displaying promotion sequence images SG1 and SG2 on the sequence display unit EH, but may also be executed by displaying any predetermined image on the sequence display unit EH that suggests a higher probability of winning compared to before the promotion chance sequence was executed. Furthermore, the promotion chance sequence may also be a sequence that includes the display of a predetermined image. Note that there may be multiple types of predetermined images, and the probability of winning may differ depending on the type of predetermined image.
[0248] The promotion chance effect may be performed by displaying promotion effect images SG1 and SG2 on the effect display unit EH, or alternatively, by outputting a predetermined sound through speaker SP. In this case, the predetermined sound may be a sound that suggests that the probability of winning is higher than before the promotion chance effect is performed, such as the sound "Chance Up". Furthermore, there may be multiple types of predetermined sounds, and the probability of winning may differ depending on the type of predetermined sound. In addition, the promotion chance effect may be an effect that includes content for which a predetermined sound is output.
[0249] The promotion chance effect may be performed by displaying promotion effect images SG1 and SG2 on the effect display unit EH, or alternatively, by a lighting effect in which decorative lamps LA emit light based on a predetermined lighting pattern. In this case, there may be multiple types of predetermined lighting patterns, and the probability of winning may differ depending on the type of predetermined lighting pattern. Furthermore, the promotion chance effect may also include an effect in which light is emitted based on a predetermined lighting pattern.
[0250] The promotion chance sequence does not have to start when the maximum time limit for the third operation sequence has elapsed. For example, as a sequence pattern for the third device sequence, it may start when the first button D1 is pressed during the third operation validity period when EP3 or EP4 has been determined.
[0251] The variation time of the variable game when the third device effect is performed based on effect patterns EP1 and EP2 may be the same, or it may be different, depending on whether the third device effect is performed based on effect patterns EP3 and EP4. In other words, the variation pattern of a variable game in which a promotion chance effect is performed may be the same, or it may be different, depending on whether the promotion chance effect is performed.
[0252] • During the power restoration animation, the system may be configured so that the operation of the third button D3 is not reflected. In other words, during the power restoration animation, the system may be configured so that volume adjustment and brightness adjustment are not possible.
[0253] The pachinko game machine 10 may be capable of detecting predetermined errors and may be configured to issue an error notification when a predetermined error occurs. Furthermore, while the error notification is being issued, the operation of the first button D1, the second button D2, and the third button D3 may be disabled. Examples of predetermined errors include magnetic errors, induced magnetic field detection errors, jackpot entry errors, disconnection errors, door opening errors, and payout errors. A magnetic error is a state in which a magnetic sensor installed in the pachinko game machine 10 detects a magnetic field exceeding a predetermined strength as part of anti-fraud measures. An induced magnetic field detection error is a state in which an induced magnetic field detection sensor (radio wave sensor) installed in the pachinko game machine 10 detects radio waves in a specific frequency band as part of anti-fraud measures. A jackpot entry error is a state in which an unauthorized ball entry into the jackpot is detected. A disconnection error is a state in which there is an abnormality in the connection of switches on the circuit board, etc. A door open error occurs when the mounting frame 11b of the pachinko game machine 10 is open. A payout error occurs when a payout-related error occurs on the payout control board (not shown) of the pachinko game machine 10.
[0254] - The fact that the operation of each button is not reflected may be that, even though the operation of each button is accepted, the CPU 51 does not execute control triggered by the input of operation signals from each button, so that even if each button is operated, no change occurs from the state before the operation as a result of the operation of each button.
[0255] The pachinko game machine 10 may be equipped with a function (a so-called complete function) that stops the operation of the pachinko game machine 10 before reaching a standard number (value) so that the number of balls dispensed by the pachinko game machine 10 does not exceed a standard number (value). Furthermore, during the period when the operation of the pachinko game machine 10 is stopped by the complete function, the operation of the first button D1, the second button D2, and the third button D3 may not be reflected.
[0256] In the second embodiment, the teasing images AG1 and AG2 displayed in the operation teasing sequence may be images that make it impossible to determine which of the first operation image DG1 and the second operation image DG2 will be displayed in the third operation sequence that is performed after the operation teasing sequence in which the teasing images AG1 and AG2 are displayed. For example, regardless of which of the first operation image DG1 and the second operation image DG2 is displayed in the third operation sequence that is performed after the operation teasing sequence, the same teasing image may be displayed in the operation teasing sequence that is performed before the third operation sequence. For example, the teasing image may be an image that suggests both the first button D1 and the second button D2, and in this case, it may be an image that displays both the first teasing image AG1 and the second teasing image AG2 of the second embodiment side by side at the same time. According to this, while the action prompting animation is being executed, the user will be able to identify the button that prompts them to take action in the first third action animation that will be executed afterward, while also being able to enjoy predicting which of the first and second action images, DG1 and DG2, will be displayed when the third action animation is executed.
[0257] In the second embodiment, even after the first prompting image AG1 is displayed during the prompting animation, the second prompting image DG2 may be displayed during the first execution of the third prompting animation without the first prompting image DG1 being displayed. This allows the player's mood, which may have been initially disappointed by the failure to display the second prompting image AG2 during the prompting animation, to be instantly lifted when the third prompting animation is executed.
[0258] In the second embodiment, the promotion chance animation may be performed after it has finished but before the second third operation animation is performed. In this case, if the first operation image DG1 is displayed in the second third operation animation, the first prompting image AG1 may be displayed in the prompting animation, and if the second operation image DG2 is displayed in the second third operation animation, the second prompting image AG2 may be displayed in the prompting animation. In this case, similar to the second embodiment, the prompting animation may be performed before the first third operation animation is performed, or, unlike the second embodiment, the prompting animation may not be performed before the first third operation animation is performed.
[0259] In the second embodiment, the operation prompting animation may be performed even before the second operation prompting animation is performed. In this case, the second prompting image AG2 should be displayed in the operation prompting animation that precedes the execution of the second operation prompting animation.
[0260] In the second embodiment, the display area in which the teasing images AG1 and AG2 are displayed is the same as the display area of the background image BG2, so the background image BG2 may become invisible while the teasing animation is being performed.
[0261] In the second embodiment, the execution image JG and the held image HG may be displayed in front of the teasing images AG1 and AG2 when superimposed on them. That is, the system may be configured so that the visibility of the background image BG2 decreases while the visibility of the execution image JG and the held image HG does not decrease during the execution of the operation teasing effect. Alternatively, either the execution image JG or the held image HG may be displayed in front of the teasing images AG1 and AG2 when superimposed on them. That is, the system may be configured so that the visibility of the background image BG2 and the execution image JG decreases while the visibility of the held image HG does not decrease during the execution of the operation teasing effect, or the system may be configured so that the visibility of the background image BG2 and the held image HG decreases while the visibility of the execution image JG does not decrease.
[0262] In the above embodiment, when each image becomes invisible, it may be controlled so that each image is not displayed, or even when each image is controlled to be displayed, if the displayed image is superimposed on other images, it may become invisible by being displayed behind the other images.
[0263] In the second embodiment, while the operation prompting effect is being performed, the visibility of some of the effect symbols EZ1 to EZ3 displayed on the effect display unit EH may be reduced or become invisible. For example, while the operation prompting effect is being performed, the visibility of effect symbols EZ1 and EZ3 may not be reduced compared to before the operation prompting effect was performed, while the visibility of effect symbol EZ2 may be reduced or become invisible compared to before the operation prompting effect was performed.
[0264] In the third embodiment, if customization is performed while an action prompt is being executed, a customization image that identifies the customization may be displayed on the performance display unit EH. The customization image may also be an image that identifies the content of the customization. In this case, the customization image may be displayed with priority over the prompt images AG1 and AG2. For example, when the customization image is superimposed on the prompt images AG1 and AG2, it may be displayed before the prompt images AG1 and AG2. Furthermore, the display area where the customization image is displayed and the display area where the prompt images AG1 and AG2 are displayed may not overlap. In other words, even when the prompt images AG1 and AG2 are displayed, the entire customization image may be visible.
[0265] In the third embodiment, an image that identifies the customizable first presentation mode of the third operation result presentation may be displayed during some or all of the following periods: during the execution of the operation prompt presentation, during the execution of the first third operation presentation, during the execution of the second third operation presentation, and during the standby state.
[0266] In the third embodiment, if customization is performed while the third operation performance is being executed, a customization image that identifies that customization has been performed may be displayed on the performance display unit EH. The customization image may also be an image that identifies the content of the customization. In this case, the customization image may be displayed with priority over the operation images DG1 and DG2. For example, when the customization image is superimposed on the operation images DG1 and DG2, it is preferable that it be displayed before the operation images DG1 and DG2. Furthermore, the display area in which the customization image is displayed and the display area in which the operation images DG1 and DG2 are displayed may be non-overlapping display areas. In other words, even when the operation images DG1 and DG2 are displayed, the entire customization image may be visible.
[0267] In the third embodiment, the first presentation mode of the third operation result presentation may be customizable even while the promotion chance presentation is being executed. That is, customizations made during the execution of the promotion chance presentation may be reflected in the third operation result presentation.
[0268] The customization of the performance that can be performed in the third embodiment is not limited to setting the first performance mode of the third operation result performance to either a first performance mode with a movable performance or a first performance mode without a movable performance. In addition to or instead of this, the probability of a predetermined performance being performed in the pachinko game machine 10 may be customizable. The predetermined performance is preferably a performance whose performance or non-performance is determined by a predetermined lottery. The predetermined performance may, as an example, be a performance that can identify that a winning game is granted after the end of a variable game that is currently being played (a so-called premium performance).
[0269] ·The first flashing image AG1 is not limited to an image in which an image simulating the first split button D1 is gradually integrated over time, but may be any image as long as the image suggesting the first button D1 changes over time. As an example, the image simulating the first button D1 may be an image that gradually enlarges over time. Similarly, the second flashing image AG2 may be an image in which an image simulating the second button D2 gradually enlarges over time.
[0270] ·The flashing images AG1 and AG2 may not include a dedicated background image for the operation flashing effect. ·In the third embodiment, during the execution of the restoration power-on effect, the operations of the first button D1 and the second button D2 may not be reflected in the same manner as in the first embodiment. That is, during the execution of the restoration power-on effect, it may be configured such that customization is not possible even if any of the first button D1 and the second button D2 is operated.
[0271] ·Even when the operation flashing effect is not executed during the execution of the third device effect as in the first embodiment, it may be configured such that customization is possible in the same manner as during the execution of the third operation effect that is executed after the operation flashing effect in the third embodiment during the execution of the third operation effect.
[0272] ·The additional symbol display unit 20a may be able to display two types of first additional symbols by emitting light or not emitting light. Similarly, the additional symbol display unit 20b may be able to display two types of second additional symbols by emitting light or not emitting light.
[0273] ·During the period from when the variable game starts until the NR effect ends, the execution image JG may not be displayed on the effect display unit EH. ·The pachinko gaming machine 10 may not include the additional symbol display units 2,20b. In this case, the first additional symbol and the second additional symbol may be displayed as images on the effect display unit EH.
[0274] The pachinko game machine 10 may be equipped with a predetermined operating means having a plurality of operating parts that can be operated by a player. In this case, the predetermined operating means may have a first operating part and a second operating part that can be operated by a player, and the first operating part and the second operating part may be configured to be able to individually detect the player's operation.
[0275] The third device effect may be an effect executed by a single button, rather than by multiple buttons such as the first button D1 and the second button D2. For example, a single button may have a first initial position and a second initial position that is further from the operation position than the first initial position, and may be configured to be able to be displaced to either the first or second initial position before the operation is performed. Furthermore, if the position before the operation is the second initial position, it may be desirable that the probability of a hit is higher compared to the first initial position. In this case, the third operation effect may display an image as the first operation image DG1 that combines an image that mimics the button at the first initial position with an image consisting of the text "Press!", and an image as the second operation image DG2 that combines an image that mimics the button at the second initial position with an image consisting of the text "Press!".
[0276] Furthermore, in the interactive prompts, the first prompt image AG1 should suggest the button in the first initial position, and the second prompt image AG2 should suggest the button in the second initial position.
[0277] The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the loss lottery is won (a so-called loss machine), or a specification that grants a high probability state until a predetermined number of variable games are completed (a so-called ST machine). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a predetermined area (a so-called "V area") (a so-called V probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a loss machine and a V probability variation machine.
[0278] If a minor win is achieved in the special prize draw, a minor win game (winning game) may be granted after the special game ends. In this embodiment, the system may be configured to allow control to a state (so-called minor win rush) in which the number of times (frequency) minor wins are achieved per unit time, or the number of times (frequency) minor win games are granted per unit time, is increased compared to the normal game state (for example, a low probability, low base state).
[0279] The pachinko game machine 10 may be a circulating type pachinko game machine that circulates game balls, which are an example of a game medium, inside the machine. In this case, the number of balls held by the player may be managed electronically in the pachinko game machine 10.
[0280] The pachinko game machine 10 may adopt a specification classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is generated when the game ball that entered the ball entry device enters the special prize entry hole.
[0281] The pachinko game machine 10 may have a sub-board 50 as a sub-control board, and may also have a separate display control board that specializes in controlling the performance display unit EH, a sound control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamp LA. Alternatively, some or all of the display control board, sound control board, and lamp control board may be on the same board. Furthermore, the CPU 51 may consist of multiple CPUs mounted on a single board.
[0282] The pachinko game machine 10 may have a single control board that integrates the functions of the main board 40 and the sub-board 50. Alternatively, the functions of the main board 40 may be implemented by dividing them among multiple boards. The CPU 41 may consist of multiple CPUs mounted on a single board.
[0283] The types of jackpots may be changed as appropriate. For example, some or all of the following may be changed: the maximum number of rounds in a jackpot game, the maximum time the jackpot opening 14 remains open, and the opening pattern of the jackpot opening 14.
[0284] The first special game and the second special game may be executed according to the order in which the game balls enter the respective starting gates 12 and 13, or they may be executed simultaneously in parallel. The maximum values for the first and second reserved numbers may be changed as appropriate. Also, the maximum values for the first reserved number and the maximum values for the second reserved number may be different. Furthermore, the CPU 41 may control the system so as not to suspend execution for either the first special game or the second special game.
[0285] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the stake) can be set by operating the BET button or by inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when the rotation of all reels stops, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until the rotation of all reels stops is included in at least one spinning game. In addition, in a slot machine, a prize draw is performed, and in some cases, it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by stopping and displaying a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. The bonus game is equivalent to the jackpot game in a pachinko game machine 10.
[0286] Furthermore, some slot machines are configured to allow control over the game state, with multiple game states having different probabilities of winning specific roles such as the replay role (re-play role) during the role lottery. A game state in which the probability of winning specific roles such as the replay role is higher than in the normal game state (the so-called RT state) is advantageous for the player because it increases the number of balls held or reduces the number of balls held compared to the normal game state.
[0287] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is announced. The AT state is advantageous to the player because it makes it easier to win the predetermined combination compared to the normal game state, thus increasing the number of balls held, or making it less likely for the number of balls held to decrease compared to the normal game state. Some slot machines that can be controlled to the AT state can perform a performance that mimics a bonus game in the AT state, or the number of balls held increases more easily in the AT state than in a bonus game. In such slot machines, the AT state can be said to be equivalent to a jackpot game in a pachinko game machine 10.
[0288] Furthermore, in slot machines, similar to the pachinko game machine 10 of the above embodiment, a performance display unit may be provided, and performances may be executed using buttons that can be operated by the player on the performance display unit. For example, the buttons used for performances may be different from the BET button and stop button described above, and there may be dedicated buttons used for performances. There may be multiple buttons used as dedicated buttons for performances. Also, for example, the BET button described above may be used for performances. When the above embodiment is applied to a slot machine, the buttons used for performances correspond to the operation unit that can be operated by the player.
[0289] Furthermore, in a slot machine, if there is only one button used for the effects, it is preferable to have two images to prompt the user to operate that button: a first image depicting the button, and a second image depicting the button larger than in the first image. In this case, the first image corresponds to the normal operation image, and the second image corresponds to the specific operation image and the upgrade operation image. On the other hand, in a slot machine, if there is a first button and a second button used for the effects, the image prompting the user to operate the first button corresponds to the first operation image, and the image prompting the user to operate the second button corresponds to the second image.
[0290] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. (Note 1) A gaming machine capable of playing a symbol variation game, comprising an operation unit that can be operated by a player, and a display performance unit that performs display performances, wherein the performances that the display performance unit can perform during the execution of the symbol variation game include an operation performance in which an operation image prompting the operation of the operation unit is displayed, and an operation result performance that can be performed when the operation unit is operated in the operation performance, wherein the operation image includes a normal operation image and an upgrade operation image, wherein the upgrade operation image has a higher probability of being advantageous than the normal operation image, wherein the display performance unit may display the upgrade operation image after the normal operation image has been displayed during the execution of one symbol variation game, wherein the upgrade operation image is displayed even if the operation unit is not operated when the normal operation image is displayed, and wherein the operation result performance is performed when the operation unit is operated when the upgrade operation image is displayed, even if the operation unit was not operated when the normal operation image was displayed during the execution of one symbol variation game.
[0291] (Supplementary Note 2) In a gaming machine capable of awarding a privilege after the completion of a symbol variation game, the gaming machine includes an operation unit operable by a player and a display effect unit that executes display effects. During the execution of the symbol variation game, the effects that the display effect unit can execute include an operation effect that prompts an operation of the operation unit and an operation encouragement effect that can be executed before the operation effect is executed. In the operation encouragement effect, a specific image is displayed, and the specific image is an image that suggests in advance the operation unit that prompts an operation in the operation effect that is executed after the operation encouragement effect is executed. The operation effects include a specific operation effect and a special operation effect. In the display effect unit, when the operation unit is operated during the execution of the specific operation effect, it is indeterminately displayed whether the privilege will be awarded after the completion of the symbol variation game being executed. When the operation unit is operated during the execution of the special operation effect, it is determinately displayed whether the privilege will be awarded after the completion of the symbol variation game being executed. In the display effect unit, during the execution of the symbol variation game, an effect symbol is variably displayed, and an image different from the effect symbol and being a predetermined image related to the symbol variation game is displayed. Before the specific operation effect is executed, the operation encouragement effect is not executed, while before the special operation effect is executed, the operation encouragement effect is executed. During the execution of the operation encouragement effect, the effect symbol is visible, while the predetermined image is invisible or has a reduced visibility compared to before the operation encouragement effect is executed. A gaming machine characterized by this is provided.
[0292] (Note 3) In a game machine capable of playing a symbol variation game, the machine includes an operation unit that can be operated by the player and a display performance unit that performs display performances, and the performances that the display performance unit can perform during the execution of the symbol variation game include an operation performance in which an operation image prompting the player to operate the operation unit is displayed, and an operation result performance that can be performed when the operation unit is operated in the operation performance, and the operation image includes a normal operation image and an upgrade operation image, the upgrade operation image has a higher probability of being advantageous than the normal operation image, and in the display performance unit, during the execution of one symbol variation game, after the normal operation image is displayed, for a predetermined period A gaming machine characterized in that a specific performance is performed over a certain period, and after the completion of the specific performance, the upgrade operation image may be displayed, the upgrade operation image is displayed even if the operation unit is not operated when the normal operation image is displayed, the specific performance is a performance that suggests that the expectation of an advantage is higher than before the specific performance is performed, and the display performance unit is characterized in that, during the execution of one symbol variation game, even if the operation unit is not operated when the normal operation image is displayed, if the operation unit is operated when the upgrade operation image is displayed, the operation result performance is performed. [Explanation of Symbols]
[0293] 10…Pachinko game machine 20a,20b…Additional symbol display unit 40…Main board 41…CPU 42…ROM 43…RWM 44…Random number generation circuit 45…RWM clear switch 50…Sub-board 51…CPU 52…ROM 53…RWM 60…Power supply unit 61…Power switch 62…Backup power supply 70…Moveable parts for effects AG1…First promotional image AG2…Second promotional image BG1,BG2…Background image D1…First button D2…Second button D3…Third button DG1…First operation image DG2…Second operation image EH…Effect display unit EZ1~EZ3…Effect symbols HG…Hold image JG…Execution image LA…Decorative lamp SP…Speaker
Claims
[Claim 1] A gaming machine capable of executing a special symbol variation game using special symbols and a performance symbol variation game using performance symbols, and in which the performance can be customized, A control panel that can be operated by the player, It comprises a display and animation unit that performs display and animation, The aforementioned operating unit includes a specific operating unit and a non-specific operating unit. The effects that the display and presentation unit can execute include an operation effect in which an operation image prompting the operation of the specific operation unit is displayed, an operation result effect that can be executed when the specific operation unit is operated in the operation effect, and an operation prompt effect that can be executed before the operation effect is executed. The aforementioned operation images include a normal operation image and an upgrade operation image, and the upgrade operation image has a higher probability of being advantageous compared to the normal operation image. In the aforementioned prompting animation, a specific image is displayed. The aforementioned specific image is an image that suggests in advance the operation unit that prompts operation in the operation performance that is performed after the operation prompting performance has been performed, During the execution of the aforementioned operation prompting animation, the operation of the specific operation unit prompting an operation in the operation animation executed after the operation prompting animation will not be reflected, while the operation of the non-specific operation unit will be reflected in the customization. During periods when the aforementioned operation prompting effect is not being executed, there are periods in which neither the operation of the specified operation unit nor the operation of the non-specified operation unit is reflected. During the execution of the aforementioned operation sequence, the operation of the specific operation unit is not reflected in the customization, while the operation of the non-specific operation unit is reflected in the customization. During periods when the aforementioned operation and performance are not being executed, there is a period in which the operation of the specific operation unit is reflected in the customization. The aforementioned specific image is an image in which it is impossible to determine which of the normal operation image and the promotion operation image will be displayed in the subsequent operation sequence. The display and presentation unit displays the performance symbol variation game, the performance symbols, a background image, an execution image that can identify that the special symbol variation game is currently being played, and a pending image that can identify the number of special symbol variation games that are currently pending. During the execution of the aforementioned operation prompting effect, the performance symbols displayed at the edge of the display effect section do not experience a decrease in visibility compared to before the operation prompting effect was executed, and the background image, the execution image, and the held image experience a decrease in visibility compared to before the operation prompting effect was executed. In the aforementioned game with changing symbols, multiple instances of the aforementioned operation and animation can be performed. The aforementioned action prompting is not performed before the action prompting that is performed before a reach is formed in the game of changing symbols, and is performable before the action prompting that is performed after a reach is formed.