Gaming machine

The gaming machine enhances player engagement by enabling customization of game effects and probabilities through customizable light-emitting units and effect execution, addressing the need for increased player interest in gaming performance.

JP7872042B2Active Publication Date: 2026-06-09NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2023-04-20
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest by customizing game performance during specific periods, limiting the engagement and enjoyment of players.

Method used

A gaming machine equipped with customizable light-emitting units and effect execution means that allow players to personalize pre-announcement and execution effects, along with variable games, to enhance player interaction and engagement.

Benefits of technology

Improves game enjoyment by allowing players to customize and personalize game effects and probabilities, thereby increasing interest and engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase interest in a game.SOLUTION: In a specific situation where a ball-entry read-ahead performance that can be executed in response to a first special game being reserved can be executed, it is possible to customize the probability that a target light-emitting performance executed in a specific variation game is executed on the basis of a premium light-emitting pattern, during a special period which is the entire period from a time point T22 when the ball-entry read-ahead performance is started to a time point T27 when the specific variation game that is a target of the ball-entry read-ahead performance is started. In the specific variation game, the target light-emitting performance is executed during the execution of a target variation according to the probability customized during the special period. During the execution of the ball-entry read-ahead performance, a first light-emitting unit LA1 emits light according to the customized brightness, and a second light-emitting unit LA2 emits light according to a predetermined brightness.SELECTED DRAWING: Figure 9
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Description

Technical Field

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

Background Art

[0002] Conventionally, in a pachinko gaming machine, which is an example of a gaming machine, it is possible to customize the performance. For example, the gaming machine of Patent Document 1 can customize the performance during the period of the customer waiting demo state.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a gaming machine that enables customization of the performance, it is expected to improve the interest in the game by further devising the period during which customization is possible.

Means for Solving the Problems

[0005] A gaming machine that solves the above problem is a gaming machine that can execute a variable game and can be customized in terms of its effects by operating an operating means that can be operated by the player, comprising: a specific ball entry port into which game balls can be entered; a winning lottery means that performs a winning lottery according to the entry of game balls into the specific ball entry port; a holding means that can hold a variable game according to the entry of game balls into the specific ball entry port; an effect execution means that can execute an effect; an effect control means that can control the effect execution means; and a predetermined light-emitting means, wherein the effect includes a specific pre-announcement effect that indicates the probability of winning a variable game while the variable game is being held, and a predetermined effect that is different from the specific pre-announcement effect and can be executed while the variable game is being executed, wherein the predetermined light-emitting means emits light separately from the predetermined effect while the specific pre-announcement effect is being executed, and the predetermined light-emitting means includes a first light-emitting unit and a second light-emitting unit, and the manner of the specific pre-announcement effect, the manner of the predetermined effect, and the manner of the first light-emitting unit emit light can be customized. It is possible that the manner of the specific pre-read performance is customized, and the specific pre-read performance is an performance that can be executed when the variable game is put on hold while the specific situation is in place, and when the specific pre-read performance is executed when the variable game is put on hold while the specific situation is in place, and the variable game that is put on hold and is the target of the specific pre-read performance is defined as the specific variable game, it is possible to customize the manner of the predetermined performance during a special period which is part or all of the period from when the specific pre-read performance is started until the specific variable game is started, and when the manner of the predetermined performance is customized during the special period, it is possible to execute the predetermined performance during the execution of the specific variable game according to the customized manner, and during the execution of the specific pre-read performance, the first light-emitting unit emits light according to the customized light-emitting manner, and the second light-emitting unit emits light according to a predetermined brightness. The aforementioned performance includes, separately from the aforementioned specific pre-announcement performance and the aforementioned predetermined performance, a special performance that can be executed during a specific period which is part or all of the aforementioned special period, and which suggests a different probability of winning in the aforementioned specific variation game than that of the aforementioned specific pre-announcement performance, and there are multiple types of forms of the aforementioned special performance, and the probability of winning in the aforementioned specific variation game suggested by the form of the aforementioned special performance differs, The aforementioned gaming machine is capable of executing control related to the complete function, and even during the period in which the control related to the complete function is being executed, the manner of the specific pre-announcement effect and the manner of the predetermined effect can be customized. Furthermore, when the specified pre-announcement effect and the special effect are executed, the light-emitting means that emits light when executing the specified pre-announcement effect and the light-emitting means that emits light when executing the special effect are different.This is the gist of it. [Effects of the Invention]

[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a front view of a pachinko game machine. [Figure 2] Figure 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 3] Figure 3 shows the details of the pre-reading animation when the ball enters the target, the light-up animation during the pre-reading animation, and the target light-up animation. [Figure 4] Figure 4 shows the light emission pattern of the pre-read light emission effect. [Figure 5] Figure 5 shows the object to be customized and the content of the customization. [Figure 6] Figure 6 shows the display configurations of the operation image and the status image. [Figure 7] Figure 7 is a timing chart showing an example of how the ball entry pre-announcement effect and the target illumination effect can be customized. [Figure 8] Figure 8 is a timing chart showing an example of a case where the target light emission effect can be customized. [Figure 9] Figure 9 is a timing chart showing an example of a case where the light emission mode of the first light-emitting unit is customized. [Figure 10] Figure 10 is a timing chart showing an example of a case where the power supply to the pachinko machine is interrupted while the ball entry pre-announcement animation is being executed. [Figure 11] Figure 11 is a timing chart showing an example of a case where the target light emission effect can be customized. [Modes for carrying out the invention]

[0008] The following describes one embodiment of a pachinko game machine. In the following description, up, down, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 includes a frame 11. The frame 11 includes 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 includes 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.

[0009] The pachinko game machine 10 is equipped with a launch handle HD. For example, the launch handle HD is located in the lower right portion of the mounting frame 11b. In the pachinko game machine 10, game balls are launched toward the game area YBa with an intensity corresponding to the amount of operation (rotation) of the launch handle HD.

[0010] The pachinko game machine 10 is equipped with a speaker SP. For example, the speaker SP is located on the front of the mounting frame 11b. The speaker SP is capable of performing a sound effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. The predetermined sound may be music, sound effects, etc.

[0011] The pachinko game machine 10 is equipped with a decorative lamp LA as an example of a predetermined light-emitting means. The decorative lamp LA is capable of performing effects (hereinafter referred to as "light-emitting effects") by lighting, flashing, and extinguishing a built-in light-emitting element (not shown). The decorative lamp LA has a first light-emitting section LA1 and a second light-emitting section LA2. For example, the first light-emitting section LA1 is provided on the front of the mounting frame 11b. For example, the second light-emitting section LA2 is provided on the front of the game board YB.

[0012] The pachinko gaming machine 10 includes an operation button BT. The operation button BT is provided on the front surface of the mounting frame 11b at a position where it can be operated by the player. The operation button BT is a push-button type configured to enable a pressing operation. The operation button BT includes a plurality of buttons such as an upper button UBT, a lower button DBT, a left button LBT, and a right button RBT. The operation button BT is an example of an operation means that can be operated by the player.

[0013] The operation button BT includes an operation sensor. When the operation sensor detects the operation of the operation button BT (upper button UBT, lower button DBT, left button LBT, and right button RBT), it outputs an operation signal.

[0014] On the front surface of the game board YB, a game area YBa having a substantially circular shape in a front view is defined. The game board YB is assembled to the mounting frame 11b through a frame window 11c so that the game area YBa can be visually recognized. A display window YBb is formed substantially at the center of the game area YBa.

[0015] The pachinko game machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol variation game (hereinafter referred to as a special game). The special symbol variation game includes a first special symbol variation game (hereinafter referred to as the first special game) and a second special symbol variation game (hereinafter referred to as the second special game). In a special game, predetermined symbols are displayed in a variable manner, and finally, a special symbol is displayed in a fixed stop. The special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning a special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is displayed in a fixed stop and the type of displayed symbol does not change. Regarding the symbols, "confirmed stop display" and "derivation" have the same meaning. In the pachinko game machine 10, the second special game is executed preferentially over the first special game. The first special game and the second special game are not executed simultaneously or in parallel. The special symbols include at least a jackpot symbol and a losing symbol. The special symbols may also include a minor jackpot symbol. In the pachinko game machine 10, if a jackpot is won in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the jackpot symbol is derived in the special game, and after the special game for that jackpot ends, a jackpot game is granted. The first special game is an example of a variable game.

[0016] The pachinko gaming machine 10 includes a first special hold display device 19c and a second special hold display device 19d as display devices for displaying information capable of specifying the number of special games on hold. The first special hold display device 19c displays information capable of specifying the number of first special games (hereinafter referred to as the first special hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. The second special hold display device 19d displays information capable of specifying the number of second special games (hereinafter referred to as the second special hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. As an example, the upper limit values of the first special hold number and the second special hold number are each 4.

[0017] The game board YB includes a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (lottery for normal symbol winning). The normal symbol includes a normal winning symbol and a normal losing symbol. In this embodiment, when winning the lottery for normal symbol winning (hereinafter referred to as the normal winning lottery), a normal winning symbol is derived in the normal game, and after the end of the normal game, a normal winning game is awarded. The pachinko gaming machine 10 includes a normal hold display device 19f. The normal hold display device 19f displays information capable of specifying the number of normal games (normal hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet.

[0018] The pachinko gaming machine 10 includes a production display device EH. The production display device EH has an image display area R capable of displaying an image. The image display area R is, for example, a liquid crystal panel, an organic EL panel, or the like. The production display device EH is assembled to the game board YB so that the image display area R can be visually recognized through the display window YBb when viewed from the front. The production display device EH is capable of executing a production (hereinafter referred to as a display production) for displaying an image imitating a predetermined character or character.

[0019] In the performance display device EH, a performance symbol variation game (hereinafter referred to as the performance game) is displayed as one of the performance effects. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and finally a combination of performance symbols (hereinafter referred to as the symbol combination) is derived. Performance symbols (decorative symbols) are symbols that are decorated with characters, patterns, etc., and are symbols used to diversify the display effects. As an example, in this embodiment, the performance game is performed by displaying (scrolling) the performance symbols in the left symbol row, the middle symbol row, and the right symbol row in a predetermined direction.

[0020] The performance game starts and ends together with the special game. In the performance game, a combination of symbols corresponding to the special symbols derived in the special game is derived. When a winning symbol is derived in the special game, the performance game derives the winning combination of symbols. The winning combination of symbols is a combination in which all the performance symbols in all rows are the same, such as "777". When a losing symbol is derived in the special game, the performance game derives the losing combination of symbols. A losing combination of symbols is, for example, a combination in which at least some of the performance symbols are different from the performance symbols in other rows, such as "778" or "787". In this specification, "temporary stop display" refers to a temporary stop state before the performance symbols are displayed as a confirmed stop, such as a fluctuation display. Thus, the pachinko game machine 10 has a special game and a performance game that is executed in conjunction with the special game.

[0021] In the game, a reach animation may be performed. A reach animation is an animation in the game that forms a reach and ultimately leads to a predetermined combination of symbols. A reach is a state in which the same animation symbol is temporarily stopped and displayed in multiple specific rows of symbols (for example, the left row of symbols and the right row of symbols), and the animation symbol continues to change and display in another row of symbols (for example, 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 special game compared to the NR animation (hereinafter referred to as jackpot expectation).

[0022] The pachinko game machine 10 is equipped with a first start port 12. The first start port 12 is always open so that game balls can be inserted into it. The first start port 12 is an example of a specific ball entry port into which game balls can be inserted. The pachinko game machine 10 is equipped with a first start sensor SE1 that detects game balls that have entered the first start port 12 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the first start sensor SE1, the conditions for holding the first special game may be met, and the conditions for paying out a predetermined number of prize balls are also met.

[0023] The pachinko game machine 10 includes a second start port 13 that opens into the game area YBa. The pachinko game machine 10 includes a second start sensor SE2 that detects game balls that have entered the second start port 13 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, the conditions for holding the second special game may be met, and the conditions for paying out a predetermined number of prize balls may also be met. The pachinko game machine 10 includes a standard variable member 13a that can operate between an open state in which game balls can enter the second start port 13 and a closed state in which game balls cannot enter the second start port 13. In the closed state, game balls can enter the second start port 13, but it may be more difficult for them to enter compared to the open state. The pachinko game machine 10 includes a standard solenoid SL1 as an example of a means for operating the standard variable member 13a (see Figure 2). The normally adjustable member 13a is operated to the open state during normal gameplay.

[0024] The pachinko game machine 10 is equipped with a large prize opening 14 that opens into the game area YBa. The pachinko game machine 10 is equipped with a special variable member 14a that can operate between an open state in which game balls can enter the large prize opening 14 and a closed state in which game balls cannot enter the large prize opening 14. In the closed state, game balls can enter the large prize opening 14, but it may be more difficult to enter than in the open state. The pachinko game machine 10 is equipped with a special solenoid SL2 as an example of a means for operating the special variable member 14a (see Figure 2). The special variable member 14a is operated to the open state in a game where a special symbol is hit. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that have entered the large prize opening 14 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the count sensor SE3, the conditions for paying out a predetermined number of prize balls are met.

[0025] The pachinko game machine 10 is equipped with a gate 17 through which game balls flowing down the game area YBa can pass (enter). The pachinko game machine 10 is equipped with a gate sensor SE4 that detects game balls passing through the gate 17 (see Figure 2). The pachinko game machine 10 is configured such that when a game ball is detected by the gate sensor SE4, the conditions for holding a normal game may be met, while the conditions for paying out prize balls are not met.

[0026] In this embodiment, the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1 and second light-emitting unit LA2) are each performance devices that perform performances, and these constitute a group of performance devices DE, which is an example of a performance execution means (see Figure 2). The performance execution means is not limited to including all of the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1 and second light-emitting unit LA2), but may consist of one or more performance devices that can be arbitrarily selected from among these performance devices.

[0027] Next, we will explain the game state of the pachinko machine 10. The pachinko game machine 10 is equipped with an entry assistance function that assists in the entry of game balls into the second starting port 13, and a time reduction function that shortens the variation time of special games. The game state in the pachinko game machine 10 is composed of a combination of the operating states (operated and inoperable) of these functions.

[0028] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of game balls into the second starting port 13, and is a so-called "electric support function". The pachinko game machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second starting port 13 differs. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the entry rate is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. For this reason, the high ball entry rate state is advantageous for the player.

[0029] For example, a high ball-scoring rate state can be achieved by executing one of the three controls described below, or by executing a combination of multiple controls. The first control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second control is a control that changes the probability of a normal win in a normal win lottery to a higher probability than in the low ball-scoring rate state. The second control may be a control in which the normal win lottery itself is not performed in the low ball-scoring rate state, but in the high ball-scoring rate state, the normal win lottery is performed at a predetermined probability. The third control is a control that lengthens the total opening time of the normal variable member 13a in one normal win game compared to the low ball-scoring rate state. As for the third control, it is preferable to perform at least one of the following controls: a control that increases the number of times the normal variable member 13a is opened in one normal win game compared to the low ball-scoring rate state, and a control that lengthens the opening time of the normal variable member 13a in one normal win game compared to the low ball-scoring rate state.

[0030] Next, we will explain the time-saving function (hereinafter referred to as the time-saving function). The pachinko game machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played in a unit of time. In other words, the efficiency of consuming the reserved special games is improved. In this embodiment, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.

[0031] In this embodiment, there are two game states: a normal state and a favorable state. The normal state is a game state in which the ball entry assistance function and the time-saving function are not activated. The favorable state is a game state in which the ball entry assistance function and the time-saving function are activated. The pachinko game machine 10 is not limited to having two game states, but may have some or all of its game states as different game states in which the ball entry assistance function and the time-saving function that are activated are changed. Furthermore, there may be one or two game states, or four or more game states.

[0032] Next, I will explain what a jackpot is. The pachinko game machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. The type of jackpot symbol is also the type of jackpot. Jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko game machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0033] 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.

[0034] In the pachinko game machine 10, the game state after the jackpot game ends is controlled according to the type of jackpot symbol (type of jackpot). For example, certain symbols are set to control the game to an advantageous state after the jackpot game ends, until a predetermined number of special games are completed. Regular symbols are set to control the game to a normal state after the jackpot game ends.

[0035] Pachinko machine 10 is equipped with a backup function. The backup function stores predetermined information, including game-related information (hereinafter referred to as "game information"), even if the power supply from an external power source is interrupted, and allows the system to recover based on the stored information when power is restored. As will be explained in more detail later, the game information subject to backup includes information on special games, information on jackpot games, information on the game state, and information on special effects.

[0036] 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.

[0037] 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.

[0038] There are three types of variation patterns: jackpot variation patterns, losing reach variation patterns, and losing variation patterns. Jackpot variation patterns include those in which an NR (No-Reach) animation is performed in the game and a jackpot symbol combination is ultimately derived, and those in which an NR animation is performed followed by an SR (Super-Reach) animation and a jackpot symbol combination is ultimately derived. Losing reach variation patterns include those in which an NR animation is performed in the game and a losing symbol combination is ultimately derived, and those in which an NR animation is performed followed by an SR (Super-Reach) animation and a losing symbol combination is ultimately derived. There is also a type of losing variation pattern in which no reach animation is performed in the game and a losing symbol combination is ultimately derived. RWM43 stores various information that is rewritten according to the processing results of CPU41. For example, the information that RWM43 stores includes flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers.

[0039] 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.

[0040] 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.

[0041] 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 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound 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 includes flags, counters, and timers. The information stored in the RWM 53 also includes information related to presentations executed by the presentation device group DE. The sub-board 50 is configured to generate software random numbers through random number generation processing by the CPU 51.

[0042] Sub-board 50 is connected to the performance display device EH. The CPU 51 can control the display content of the performance display device 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. The CPU 51 is an example of a performance control means capable of controlling the performance execution means.

[0043] The sub-board 50 is connected to the operation buttons BT (up button UBT, down button DBT, left button LBT, and right button RBT). The CPU 51 can receive the operation signals that are output when the operation buttons BT are pressed.

[0044] 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.

[0045] 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.

[0046] The pachinko machine 10 is equipped with a backup function. This backup function allows the pachinko machine 10 to retain game control information stored in the RWM43 (hereinafter referred to as "main backup information") and game control information stored in the RWM53 (hereinafter referred to as "secondary backup information") even when the power supply is interrupted. When power is restored, the pachinko machine 10 can then recover based on the respective backup information.

[0047] 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 derived in the special game, information that can identify the variation time being measured during the execution of the special game, and information that can identify the number of reserved balls in 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 the ball entry rate state and information that can identify the variation time state. The secondary backup information includes information about the effects. Information about the effects includes light pattern information that can identify the light pattern of the pre-read light effect described later, and remaining game count information that can identify the number of remaining games until the special game that triggered the ball entry pre-read effect described later. The main backup information and secondary backup information are retained until the backup power supply 62 (e.g., an electric double-layer capacitor) is discharged and the backup power supply 62 becomes unable to supply power.

[0048] 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).

[0049] 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.

[0050] 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 special reserve number stored in the RWM 43 is less than the upper limit (4 in this embodiment). If the first special reserve number is less than the upper limit, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the first special reserve display device 19c to display information that allows identification of the updated first special reserve number. Thus, the reserve condition for the first special game is met when the first special reserve number is less than the upper limit and a game ball is detected by the first start sensor SE1.

[0051] 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 the order in which the random number information is stored. 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 its execution until the start conditions for the first special game are met. The CPU 41, which postpones its execution until the start conditions for the first special game are met, is an example of a postponement means that can postpone the first special game in response to the entry of game balls into the first start opening 12.

[0052] 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 port 12 and the number of first special reserves is not less than the upper limit, the CPU 41 determines whether a detection signal has been input from the second start sensor SE2 to determine whether a game ball has entered the second start port 13. If a game ball has entered the second start port 13, the CPU 41 determines whether the number of second special reserves stored in the RWM 43 is less than the upper limit (4 in this embodiment). If the number of second special reserves is less than the upper limit, the CPU 41 updates the number of second special reserves by adding 1. The CPU 41 controls the second special reserve display device 19d to display information that allows identification of the updated number of second special reserves. Thus, the reserve condition for the second special game is met when the number of second special reserves is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0053] Next, the CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information in a manner that allows it to identify that it is random number information to be used for the second special game and in 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. If the random number information for the second special game is stored in the RWM 43, and no game balls have entered the second start port 13, and the number of second special reserves is not less than the upper limit, the CPU 41 terminates the special symbol input process.

[0054] In the special symbol input process, if the CPU 41 has stored the random number information for the first special game in the RWM 43, it performs command setting processing. Command setting processing is included in the special symbol input process.

[0055] In the command setting process, CPU 41 determines whether the numerical value corresponding to the acquired winning random number is a winning value that will result in a special winning lottery described later, or a losing value that will result in a loss. Next, if it is a winning value, CPU 41 identifies a winning variation pattern to be selected from among the winning variation patterns based on the numerical value corresponding to the acquired variation pattern random number. Then, CPU 41 stores a winning pre-read command as a control command in the output buffer based on the identified information. The winning pre-read command can identify information indicating the first special reserve number when the random number was acquired, information indicating that the numerical value corresponding to the acquired winning random number is a winning value, and information indicating the winning variation pattern selected by the numerical value corresponding to the acquired variation pattern random number.

[0056] On the other hand, if the value is an outlier, the CPU 41 identifies a variation pattern to be selected from a group of variation patterns consisting of outlier variation patterns and outlier reach variation patterns, based on the numerical value corresponding to the acquired variation pattern random number. Then, the CPU 41 stores an outlier look-ahead command as a control command in the output buffer based on the identified information. The outlier look-ahead command can identify information indicating the first special reserve number when the random number was acquired, information indicating that the numerical value corresponding to the acquired winning random number is an outlier, and information indicating the variation pattern selected by the numerical value corresponding to the acquired variation pattern random number.

[0057] The jackpot pre-read command or the loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output processing of the next cycle and beyond. The command setting process in this embodiment is performed for the first special game and not for the second special game. The CPU 41 that has set the jackpot pre-read command or the loss pre-read command performs processing related to the second special game in the special symbol input processing described above. In the following description, when the jackpot pre-read command and the loss pre-read command are not distinguished, they will be referred to as "pre-read command". In the command setting process of this embodiment, each time a game ball is detected by the CPU 41 and the first start sensor SE1, a variation pattern indicating the variation content (including variation time) of the first special game whose execution is suspended is identified.

[0058] 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 special reserve number is greater than zero. If the second special reserve number is zero, CPU41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, CPU41 terminates the special symbol start process.

[0059] If the first special 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 special reserve number by 1 and updates it. The CPU 41 controls the first special reserve display device 19c to display information that allows identification of the updated first special 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. In the process of executing the first special game, the CPU 41 that performs the special win lottery is an example of a win lottery means that performs a win lottery in accordance with the entry of game balls into the first start opening 12.

[0060] 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 for the jackpot symbols and determines the jackpot symbols to be derived in the first special game. CPU 41 uses a random number that can be determined from the random number information to draw for the variation pattern and determines the jackpot variation pattern. After that, CPU 41 terminates the special symbol start process.

[0061] If a big win is not achieved, the CPU 41 performs a losing spin process. In the losing spin process, the CPU 41 determines the losing symbols to be derived in the first special game. The CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines either a losing reach spin pattern with a reach, or a losing spin pattern without a reach. After that, the CPU 41 terminates the special symbol start process. In this embodiment, whether to execute a reach animation in the animation game is determined by whether to determine a losing spin pattern or a losing reach spin pattern, but it is also possible to determine whether or not to execute a reach animation and then determine either a losing reach spin pattern or a losing spin pattern according to the result of that determination.

[0062] If the second special reserve 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 special reserve number" replaced by "second special reserve number," so a detailed explanation is omitted. In other words, CPU 41 subtracts the second special reserve 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.

[0063] 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 a control command that can specify the spin pattern determined in each spin processing and the start of the special game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each spin processing. Note that the spin start command and the special symbol command are different control commands when the spin processing for the first special game is executed and when the spin processing for the second special game is executed.

[0064] 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 device 19a to start displaying the variation of a predetermined symbol. 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 first special symbol display device 19a to derive 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 control command that can identify the end of the special game (hereinafter referred to as the variation end command) to the sub-board 50.

[0065] When the CPU 41 is to execute the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol variation. The CPU 41 measures the variation time specified in the variation pattern. When the variation time specified in the variation pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. Also, when the variation time specified in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.

[0066] Next, we will explain the processing of jackpot wins. The jackpot game processing is the process for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the 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 awards the identified type of jackpot game.

[0067] First, the CPU 41 outputs a control command (hereinafter referred to as the opening command) to the sub-board 50 that can identify the start of the opening time. Once the opening time has elapsed, the CPU 41 performs processing to execute a round game. That is, 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 processing 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 a control command (hereinafter referred to as the round command) to the sub-board 50 that can identify the start of the round game.

[0068] When the final round of gameplay ends, CPU 41 outputs a control command (hereinafter referred to as the ending start command) to sub-board 50 that can identify the start of the ending time. When the ending time has elapsed, CPU 41 terminates the jackpot game. CPU 41 may also be configured to output a control command (hereinafter referred to as the ending end command) to sub-board 50 that can identify the elapsed ending time.

[0069] 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 special reserve count and the second special reserve count 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 outputs a control command (hereinafter referred to as a demo command) to the sub-board 50 that identifies the machine as being in a standby state. 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 using an animation display device EH, and is intended to attract customers.

[0070] This section describes the process of transitioning the ball entry rate state and the fluctuation time state. When a jackpot game based on a specific symbol ends, CPU 41 stores an activation flag in RWM 43. In other words, CPU 41 controls the game to a high ball entry rate state and a short fluctuation time state. On the other hand, when a jackpot game based on a normal symbol ends, CPU 41 does not store an activation flag in RWM 43. When a special game that has been played for the number of times it has been activated after the jackpot game based on a specific symbol ends ends, CPU 41 erases the activation flag stored in RWM 43. In other words, after a jackpot game based on a specific symbol ends and the special game that has been activated for the number of times it has been played ends, CPU 41 controls the game to a low ball entry rate state and a long fluctuation time state. When a jackpot game is started and an activation flag is stored, CPU 41 erases the activation flag. In other words, during a jackpot game, CPU 41 controls the game to a low ball entry rate state and a long fluctuation time state. Furthermore, when the CPU 41 transitions the game state (ball entry rate state and fluctuation time state), it outputs a control command (hereinafter referred to as a game state command) to the sub-board 50 that can identify the game state after the transition.

[0071] 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 entered, CPU 51 executes startup processing. For example, if an initialization command is entered, CPU 51 initializes the secondary backup information that was backed up to RWM 53 by the backup power supply 62. On the other hand, if a power restoration command is entered, CPU 51 does not initialize the secondary backup information.

[0072] 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 animation). When the CPU 51 receives an opening command, it controls the animation device group DE to execute the opening animation. Also, when the CPU 51 receives an opening command, it stores information that identifies the game as being in jackpot mode in the jackpot flag of the RWM 53. When the CPU 51 receives a round command, it controls the animation device group DE to execute the round animation. When the CPU 51 receives an ending start command, it controls the animation device group DE to execute the ending animation. When the CPU 51 receives an ending end command, it controls the animation device group DE to end the ending animation. Also, when the CPU 51 receives an ending end command, it erases the information stored in the jackpot flag of the RWM 53.

[0073] 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 associated with a 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 group DE, including the performance display device EH, to execute the performance game corresponding to the special 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 derived 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.

[0074] Furthermore, the CPU 51 determines whether the conditions for executing a reach animation (hereinafter referred to as the reach condition) are met. For example, the reach condition is met when a winning variation pattern or a losing reach variation pattern is determined. When the reach condition is met and the winning symbols can be identified from the special symbol command, the CPU 51 determines the animation symbols that constitute the winning symbol combination as the reach animation symbols. When the reach condition is met and the losing symbols can be identified from the special symbol command, the CPU 51 determines a losing symbol combination that includes a reach. When the reach condition is not met and the losing symbols can be identified from the special symbol command, the CPU 51 determines a losing symbol combination that does not include a reach.

[0075] The CPU 51 starts the performance game by controlling the performance display device EH to begin displaying the variations of each performance symbol in response to the input of a variation start command. The CPU 51 controls the performance display device EH so that the performance game is played based on the selected performance pattern during the variation time defined in the variation pattern. The CPU 51 can control the performance device group DE to execute various performances while the performance game is running. If the CPU 51 identifies a variation pattern in which an NR performance is executed from the input variation start command, it controls the performance device group DE so that the NR performance is executed at a predetermined timing after the performance game has started. If the CPU 51 identifies a variation pattern in which an SR performance is executed from the input variation start command, it controls the performance device group DE so that the SR performance is executed at a predetermined timing after the performance game has started.

[0076] Then, after the performance game has started, when a predetermined timing arrives, the CPU 51 temporarily pauses and displays the symbol combination, and then, triggered by the input of the variation end command, it confirms and stops displaying the symbol combination. Alternatively, the CPU 51 may confirm and stop displaying the symbol combination regardless of the variation end command, triggered by the elapsed variation time specified in the variation pattern. In this case, the variation end command may be omitted.

[0077] This section explains the processing related to the standby animation. When CPU 51 receives a demo command, it stores information that identifies the system as being in a standby state in the standby flag of RWM 53 and controls the display device EH to perform the standby animation. When CPU 51 receives a command to start variation, it erases the information stored in the standby flag of RWM 53 and ends the standby animation.

[0078] Next, we will explain the effects that are performed in the pachinko game machine 10. In the pachinko game machine 10, a pre-announcement effect is performed when a ball enters the machine and a light-up effect during the pre-announcement. The pre-announcement effect is a special game that has not yet started and indicates the probability of a big win in the special game that is currently in reserve. In this embodiment, the pre-announcement effect may be performed during the execution of one special game, or it may be performed across the execution of multiple special games. In the following description, the special game that is the target of the pre-announcement effect when it is performed will be referred to as the target variation.

[0079] Let's explain the pre-announcement animation when the ball enters the net. As shown in Figure 3, the ball entry pre-announcement effect is an effect that can be executed when a game ball enters the first start opening 12, thereby putting the first special game on hold, and is an effect that suggests the probability of a big win in the held first special game. The pachinko game machine 10 is configured such that when the ball entry pre-announcement effect is executed when the first special game is on hold, the probability of a big win in the held first special game is higher than when the ball entry pre-announcement effect is not executed. The target change of the ball entry pre-announcement effect is the first special game that was put on hold when the ball entry pre-announcement effect is executed. The ball entry pre-announcement effect is an example of a specific pre-announcement effect. The target change of the ball entry pre-announcement effect is an example of a specific variation game.

[0080] The ball entry pre-announcement effect consists of a ball entry illumination effect in which the decorative lamp LA illuminates in a predetermined pattern for a predetermined period (for example, 3 seconds), and a ball entry sound effect in which a special ball entry sound is output from the speaker SP for a predetermined period (for example, 2 seconds). The predetermined illumination pattern for the ball entry illumination effect is a pattern in which the decorative lamp LA flashes in white. Both the ball entry illumination effect and the ball entry sound effect start simultaneously at the same time as the ball entry pre-announcement effect. Therefore, after the ball entry pre-announcement effect starts, the ball entry illumination effect ends after the ball entry sound effect. In this embodiment, the period from when the ball entry pre-announcement effect (ball entry illumination effect and ball entry sound effect) starts until when the ball entry illumination effect ends is defined as the period during which the ball entry pre-announcement effect is executed. The period during which the ball entry pre-announcement effect is executed is an example of a predetermined period.

[0081] Let's explain the pre-reading light effect. As shown in Figure 3, the pre-read flashing effect is an effect that can be executed after the ball entry pre-reading effect has finished. The pre-read flashing effect can be executed during the entire period from after the ball entry pre-reading effect has finished until the target change of that ball entry pre-reading effect begins. The pre-read flashing effect is an effect that, separately from the ball entry pre-reading effect, suggests the probability of a big win in the target change of the ball entry pre-reading effect that is executed immediately before the pre-read flashing effect is executed. In other words, the target change of the pre-read flashing effect and the target change of the ball entry pre-reading effect that is executed immediately before the pre-read flashing effect are the same special game. And, when the pre-read flashing effect is executed, the target change will begin at the moment the pre-read flashing effect finishes. The pre-read flashing effect is an example of a special effect.

[0082] The pre-read light-up effect is an effect in which the decorative lamp LA lights up in blue or red. In the pre-read light-up effect, it is suggested that the probability of a big win during target variation is higher when the decorative lamp LA lights up in red than when it lights up in blue. The lighting color of the decorative lamp LA in the pre-read light-up effect is an example of the form of the pre-read light-up effect. The lighting color of the decorative lamp LA in the pre-read light-up effect is an example of the first form. The lighting color of the decorative lamp LA in the pre-read light-up effect is an example of the second form.

[0083] Here, we will explain the lighting patterns of the pre-reading light effect. As shown in Figure 4, the pre-read illumination pattern has multiple types of illumination patterns depending on the number of special reserves when the target change is held in reserve. From the illumination pattern of the pre-read illumination, it is possible to identify the illumination color of the decorative lamp LA during the execution of the special game that is performed while the pre-read illumination is running.

[0084] As an example, the light emission pattern EP11 is a light emission pattern that can identify that the decorative lamp LA lights up blue during the execution of the special game being played when the target change is suspended, i.e., the special game that was played one round before the target change, when the first special hold count when the target change is suspended is 1.

[0085] As an example, the illumination pattern EP23 is a illumination pattern that can identify that the decorative lamp LA lights up red during the execution of the special game being played when the target change is suspended (the special game being played two rounds before the target change), when the first special suspension count when the target change is suspended is 2. The illumination pattern EP23 is a illumination pattern that can identify that the decorative lamp LA lights up red during the execution of the special game being played one round after the special game being played when the target change is suspended (the special game being played one round before the target change).

[0086] Lighting pattern EP43 is a lighting pattern that can identify that the decorative lamp LA lights up blue during the execution of the special game being played when the target change is suspended (the special game being played 4 times before the target change), when the first number of suspended special games when the target change is suspended is 4. Lighting pattern EP43 is a lighting pattern that can identify that the decorative lamp LA lights up blue during the execution of the special game being played 1 time after the special game being played when the target change is suspended (the special game being played 3 times before the target change). Lighting pattern EP43 is a lighting pattern that can identify that the decorative lamp LA lights up red during the execution of the special game being played 2 times after the special game being played when the target change is suspended (the special game being played 2 times before the target change). Lighting pattern EP43 is a lighting pattern that can identify that the decorative lamp LA lights up red during the execution of the special game being played 3 times after the special game being played when the target change is suspended (the special game being played 1 time before the target change).

[0087] As shown in Figure 4, the light patterns for the pre-read light effect include light patterns that do not include the red illumination of the decorative lamp LA, such as light patterns EP11, EP21, EP31, and EP41, and light patterns that include the red illumination of the decorative lamp LA, such as light patterns EP12, EP22, EP23, EP32-EP34, and EP42-EP45. As mentioned above, the pre-read light effect suggests that the probability of a big win in target variation is higher when the decorative lamp LA lights up red than when it lights up blue. Therefore, in this embodiment, it is suggested that the probability of a big win in target variation is higher when the pre-read light effect is performed based on a light pattern that includes the red illumination of the decorative lamp LA than when it is performed based on a light pattern that does not include the red illumination of the decorative lamp LA.

[0088] Furthermore, the pre-read illumination effect includes illumination patterns such as EP22, EP32, EP33, and EP42-EP44, in which the decorative lamp LA changes color from blue to red at the timing when a special game starts before the target change begins. However, there is no illumination pattern in the pre-read illumination effect where the decorative lamp LA changes color from red to blue. In this specification, the illumination color of the decorative lamp LA during the execution of the special game that is performed one turn before the target change (hold 1) in the pre-read illumination effect is referred to as the final illumination color of the pre-read illumination effect.

[0089] Next, we will explain the target illumination effect performed in the pachinko game machine 10. The target illumination effect is an effect that is performed during the period in which the target changes in the ball entry pre-announcement effect and the pre-announcement illumination effect are executed. The target illumination effect is an effect that suggests the probability of a jackpot for the target change in progress, separately from the ball entry pre-announcement effect and the pre-announcement illumination effect that are performed for that target change. The target illumination effect is an example of a predetermined effect.

[0090] As shown in Figure 3, the target illumination effect is an effect in which the decorative lamp LA flashes in a predetermined illumination pattern. The predetermined illumination patterns include an illumination pattern in which the decorative lamp LA flashes in blue, an illumination pattern in which the decorative lamp LA flashes in red, and an illumination pattern in which the decorative lamp LA flashes in rainbow colors (hereinafter referred to as the premium illumination pattern). In the target illumination effect, it is suggested that the probability of a big win in the target variation is higher when the effect is performed based on the illumination pattern in which the decorative lamp LA flashes in red than when it is performed based on the illumination pattern in which it flashes in blue. Furthermore, when the target illumination effect is performed based on the premium illumination pattern, it is suggested that the probability of a big win in the target variation is higher than when the effect is performed based on the illumination pattern in which the decorative lamp LA flashes in blue or red, and it is also suggested that the target variation will result in a big win.

[0091] In this embodiment, the ball entry pre-reading effect, the pre-reading illumination effect, and the target illumination effect are all effects that indicate the probability of a jackpot due to a common target change in the ball entry pre-reading effect and the pre-reading illumination effect. In the ball entry pre-reading effect, the decorative lamp LA flashes uniformly in white, indicating the probability of a jackpot due to a target change, while in the pre-reading illumination effect, the decorative lamp LA lights up in red or blue, indicating the probability of a jackpot due to a target change.

[0092] In this embodiment, the probability of winning a jackpot indicated by the decorative lamp LA lighting up red during the pre-reading illumination effect is higher than the probability of winning a jackpot indicated by the decorative lamp LA flashing white during the ball entry pre-reading effect. On the other hand, the probability of winning a jackpot indicated by the decorative lamp LA lighting up blue during the pre-reading illumination effect is lower than the probability of winning a jackpot indicated by the decorative lamp LA flashing white during the ball entry pre-reading effect. Therefore, if the pre-reading illumination effect is performed after the ball entry pre-reading effect is executed and the decorative lamp LA lights up red, it indicates a higher probability of winning a jackpot than if the pre-reading illumination effect is performed after the ball entry pre-reading effect is executed and the decorative lamp LA lights up blue.

[0093] Thus, the pre-read flashing effect is an effect that suggests a different probability of winning a jackpot than the pre-reading effect at the time of ball entry, as it indicates the probability of winning a jackpot when the target changes. Furthermore, as the pre-read flashing effect and the target change effect are executed in stages, the player can estimate a certain probability of winning a jackpot as the probability of winning a jackpot in the reserved special game at the time the pre-read flashing effect is executed, and then estimate the probability of winning a jackpot in more detail based on the color of the decorative lamp LA that lights up during the pre-read flashing effect.

[0094] Furthermore, in this embodiment, the ball entry pre-announcement effect is an effect in which the decorative lamp LA lights up in one type of light color and is an effect that suggests a certain probability of winning the jackpot. The pre-announcement light-up effect is an effect in which the decorative lamp LA lights up in two types of light colors and is an effect that suggests two types of probability of winning the jackpot. In addition, the target light-up effect is an effect in which the decorative lamp LA lights up in three types of light colors and is an effect that suggests three types of probability of winning the jackpot. Thus, in this embodiment, the number of light colors that the decorative lamp LA can light up and the types of probability of winning the jackpot that can be suggested are in the order of ball entry pre-announcement effect < pre-announcement light-up effect < target light-up effect. And, because the pre-announcement light-up effect suggests more types of probability of winning the jackpot than the ball entry pre-announcement effect, it is an effect that makes it easier to estimate the probability of winning the jackpot in more detail than the ball entry pre-announcement effect. Furthermore, the target light-up effect is easier to predict the probability of a big win than the ball entry pre-announcement effect and the light-up effect during the pre-announcement because it suggests a wider variety of probability levels.

[0095] Furthermore, when the target variation results in a jackpot, the probability of a certain jackpot expectation being indicated in the pre-reading animation at ball entry is higher than when the target variation results in a miss, and the pre-reading illumination animation is executed based on a illumination pattern that includes the red color of the decorative lamp LA. Also, when the target variation results in a jackpot, the probability of the target illumination animation being executed based on a premium illumination pattern is higher than when the target variation results in a miss. Thus, in this embodiment, when the target variation results in a jackpot, the probability of a higher jackpot expectation being indicated in the pre-reading illumination animation is higher than when the pre-reading animation at ball entry is executed, and higher than when the target variation results in a miss. Furthermore, when the target variation results in a jackpot, the probability of a higher jackpot expectation being indicated in the target pre-reading animation is higher than when the pre-reading illumination animation is executed, and higher than when the pre-reading animation at ball entry is executed, and higher than when the target variation results in a miss.

[0096] Furthermore, in this embodiment, the probability of winning a jackpot indicated by the decorative lamp LA lighting up red during the pre-reading light-up effect is the same as the probability of winning a jackpot indicated by the decorative lamp LA flashing red during the target light-up effect. Moreover, the probability of winning a jackpot indicated by the decorative lamp LA lighting up blue during the pre-reading light-up effect is the same as the probability of winning a jackpot indicated by the decorative lamp LA flashing blue during the target light-up effect.

[0097] Furthermore, in this embodiment, if a pre-reading light-up effect is performed and the target light-up effect is not performed based on a premium light-up pattern, the flashing color of the decorative lamp LA in the target light-up effect will be the final lighting color of the pre-reading light-up effect. For example, if the pre-reading light-up effect is performed based on light-up pattern EP32 and the target light-up effect is not performed based on a premium light-up pattern, the target light-up effect will be performed based on a light-up pattern in which the decorative lamp LA flashes red. Therefore, during the execution of the target variation, it is possible to estimate the probability of a big win in the target variation based on the light-up pattern of the target light-up effect, and it is also possible to recognize whether or not the pre-reading light-up effect was performed based on a light-up pattern that includes the red lighting color of the decorative lamp LA.

[0098] On the other hand, if the target light-up effect is performed based on a premium light-up pattern, the player can understand that the target variation will result in a jackpot. In other words, the player can estimate the probability of a jackpot in the target variation in more detail than when the ball entry pre-read effect or the light-up effect during the pre-read effect is performed, as the target light-up effect is performed in stages after the ball entry pre-read effect or the light-up effect during the pre-read effect is performed. Furthermore, the player can understand whether or not the target variation, for which the probability of a jackpot has been estimated, will actually result in a jackpot, even before the target variation ends. Thus, the pachinko machine 10 is configured such that the ball entry pre-read effect, the light-up effect during the pre-read effect, and the target light-up effect are performed in stages, and the probability of a jackpot in the target variation can be estimated in more detail as the stages of the effects progress.

[0099] Next, the customization function installed in the pachinko game machine 10 will be explained. The pachinko game machine 10 is configured so that players can customize some of the effects that are performed in the pachinko game machine 10 by operating the operation button BT, and some of the effects are performed in accordance with the customized content.

[0100] As shown in Figure 5, the customizable effects in the pachinko game machine 10 include a ball entry pre-announcement effect and a target illumination effect. The pachinko game machine 10 is configured to allow customization of the manner of the ball entry pre-announcement effect and the manner of the target illumination effect. In addition, the pachinko game machine 10 is configured to allow customization of the illumination manner of the first light-emitting unit LA1. In this specification, "manner" includes not only the visual manner of the effect but also manners related to the rate at which the effect is performed or whether or not it is performed, such as the appearance rate of the effect. In the following description, when a player customizes the manner of the ball entry pre-announcement effect, it will be referred to as "pre-announcement customization." When a player customizes the manner of the target illumination effect, it will be referred to as "target customization." Furthermore, when a player customizes the illumination manner of the first light-emitting unit LA1, it will be referred to as "illumination customization."

[0101] This explains predictive customization. Pre-read customization is possible during all periods of gameplay, including periods when a special game is being played and periods when a special game is not being played (including during jackpot play and waiting periods). Pre-read customization allows you to customize the appearance of the ball entry pre-read animation by using the upper button UBT, choosing between "appears" or "does not appear". The ball entry pre-read animation becomes available when the first special game is put on hold while the appearance of the ball entry pre-read animation is set to "appears" (hereinafter referred to as a specific situation). On the other hand, the ball entry pre-read animation is not performed when the appearance of the ball entry pre-read animation is set to "does not appear". When the appearance of the ball entry pre-read animation is customized, the customized appearance can be reflected in the ball entry pre-read animation from the moment of customization.

[0102] This section explains target customization. Target customization is possible throughout the entire period from when the ball entry pre-announcement animation begins until the target change begins. The entire period from when the ball entry pre-announcement animation begins until the target change begins is an example of a special period. With target customization, by using the down button DBT, you can customize the probability of the target lighting animation being executed based on the premium lighting pattern (hereinafter referred to as the premium lighting pattern appearance rate) from either a "low appearance rate" or a "high appearance rate". The low appearance rate and high appearance rate are predetermined appearance rates.

[0103] When the target illumination effect is customized, the customized effect can be reflected in the target illumination effect from the first time the special game is started after the customization.

[0104] This explains how to customize the lighting. Lighting customization is possible throughout the entire gameplay period. Lighting customization allows you to customize the brightness of the first light-emitting unit LA1 in three stages: "low brightness," "medium brightness," and "high brightness," using the left button LBT and right button RBT. The first light-emitting unit LA1 then performs lighting effects according to the customized brightness. Once the lighting mode of the first light-emitting unit LA1 is customized, the customized lighting mode can be reflected in the first light-emitting unit LA1 immediately after the customization.

[0105] Here, referring to Figure 6, we will explain the display mode in which images related to the customization function are displayed on the display device EH, and the operation when customizing. As shown in Figure 6, in the pachinko game machine 10, an operation image SG is displayed on the performance display device EH throughout the entire game period. The operation image SG is an image that displays information that allows for the identification of the possibility of pre-read customization, target customization, and light emission customization by using the operation button BT. For example, the operation image SG includes the string "Up button: Change whether or not the ball entry pre-read performance appears" as information that allows for the identification of the possibility of pre-read customization by using the up button UBT. In this embodiment, even during periods when target customization is not possible, an operation image SG containing the string "Down button: Change the appearance rate of the premium light emission pattern" is displayed as information that allows for the identification of the possibility of target customization by using the down button DBT, but this is not limited to this. During periods when target customization is not possible, an operation image SG that does not contain information that allows for the identification of target customization by using the down button DBT may be displayed.

[0106] Furthermore, in the pachinko game machine 10, the first situation image JG1, the second situation image JG2, and the third situation image JG3 are displayed on the performance display device EH throughout the entire game period. The first situation image JG1 is an image that displays information that allows for the identification of the current state of the ball entry pre-read performance. The second situation image JG2 is an image that displays information that allows for the identification of the current state of the target light emission performance. The third situation image JG3 is an image that displays information that allows for the identification of the current light emission state of the first light emission unit LA1.

[0107] In the pre-read customization, each time the up button UBT is pressed, the presence or absence of the ball entry pre-read animation can be toggled between "present" and "absent". The display content of the first situation image JG1 switches to either "Ball entry pre-read animation: Present" or "Ball entry pre-read animation: Absent" depending on whether or not the ball entry pre-read animation appears when the up button UBT is pressed.

[0108] In Target Customization, each time the Down Button DBT is pressed, the appearance rate of the premium illumination pattern in the target illumination effect can be switched alternately between a low appearance rate and a high appearance rate. The display content of the second situation image JG2 switches to either "Premium Illumination: High" or "Premium Illumination: Low" depending on the appearance rate of the premium illumination pattern when the Down Button DBT is pressed.

[0109] In the lighting customization settings, pressing the right button RBT changes the brightness of the first light-emitting unit LA1 by one level higher. For example, if the brightness of the first light-emitting unit LA1 is set to medium brightness and the right button RBT is pressed, the brightness of the first light-emitting unit LA1 will be changed to high brightness. However, if the brightness of the first light-emitting unit LA1 is at its upper limit (high brightness) and the right button RBT is pressed, the brightness of the first light-emitting unit LA1 will not be changed. Similarly, in the lighting customization settings, pressing the left button LBT changes the brightness of the first light-emitting unit LA1 by one level lower. However, if the brightness of the first light-emitting unit LA1 is at its lower limit (low brightness) and the left button LBT is pressed, the brightness of the first light-emitting unit LA1 will not be changed. The display content of the third situation image JG3 switches to one of the following: "Brightness: High", "Brightness: Medium", or "Brightness: Low", depending on the brightness of the customized first light-emitting unit LA1, when the right button RBT or left button LBT is operated.

[0110] This section describes the pre-entry animation processing performed by CPU 51 to execute the pre-entry animation when a ball enters the game. CPU 51 executes the pre-entry animation processing as a timer interrupt process that is performed at predetermined intervals (e.g., 4ms).

[0111] CPU 51 determines whether a jackpot game is in progress, and if not, it refers to the ball entry pre-read information stored in RWM 53. The ball entry pre-read information is information that can identify the content of the pre-read customization. The ball entry pre-read information stores either information that can identify whether the ball entry pre-read animation will appear (hereinafter referred to as "appearance information") or information that can identify whether the ball entry pre-read animation will not appear (hereinafter referred to as "no appearance information"). CPU 51 can determine whether a jackpot game is in progress by referring to the jackpot flag in RWM 53. When a jackpot game is in progress, if the ball entry pre-read information contains "no appearance information", CPU 51 will not execute the ball entry pre-read animation.

[0112] On the other hand, if the game is not in a jackpot state and the pre-read information for when the ball enters contains information indicating that an appearance is possible, the CPU 51 determines whether a pre-read command has been entered. If a pre-read command has been entered, the CPU 51 determines whether the setting value of the execution flag, which indicates the execution status of the pre-read animation for when the ball enters and is stored in the RWM 53, is a value indicating that it is in execution or a value indicating that it is not in execution. In this embodiment, if the setting value of the execution flag is a value indicating that it is in execution at the time the pre-read command is entered, the CPU 51 does not execute a new pre-read animation for when the ball enters and is not executed.

[0113] If the value of the "Executing" flag is set to a value indicating that it is not currently executing, the CPU 51 performs an execution decision by drawing a predetermined random number to determine whether or not to execute the ball entry pre-read animation. At this time, the CPU 51 makes the execution decision for the ball entry pre-read animation in such a way that the probability of winning the jackpot in the first special game corresponding to the input pre-read command is higher when the ball entry pre-read animation is executed compared to when the ball entry pre-read animation is not executed. In this case, the CPU 51 should make the execution decision in such a way that the execution ratio of the ball entry pre-read animation when a jackpot pre-read command is input is higher than the execution ratio of the ball entry pre-read animation when a loss pre-read command is input. The total execution ratio of the ball entry pre-read animation is the sum of the execution ratio when a jackpot pre-read command is input and the execution ratio when a loss pre-read command is input. If it is decided to execute the ball entry pre-read animation, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the ball entry pre-read animation is currently being executed.

[0114] If it is decided to execute the ball entry pre-read animation, if the pre-read illumination animation is not currently running, and if the remaining game count information is 0, the CPU 51 stores the number of special reserves that can be identified from the input pre-read command in the RWM 53 as remaining game count information that can identify the number of remaining games until the target variation begins. The CPU 51 can determine whether or not the pre-read illumination animation is currently running by referring to the setting value of the pre-read flag stored in the RWM 53, which will be described later. If the pre-read flag has a value stored in it that indicates the pre-read illumination animation is currently running, the CPU 51 will not store the remaining game count information. In addition, by storing the remaining game count information when the remaining game count information is 0, the CPU 51 retains the stored remaining game count information even if it is decided to execute the ball entry pre-read animation again during the period from the end of the ball entry pre-read animation until the target variation begins. When the CPU 51 stores the remaining game count information in the RWM 53, it updates the remaining game count information by decrementing it by 1 each time a variation start command is entered.

[0115] If it is decided to execute the ball entry pre-read animation, and the pre-read illumination animation is not currently running, the CPU 51 determines the illumination pattern for the pre-read illumination animation by drawing predetermined random numbers. At this time, the CPU 51 determines the illumination pattern for the pre-read illumination animation from different decision tables depending on the number of first special reserves that can be identified from the input pre-read command. For example, if the number of first special reserves that can be identified from the input pre-read command is 1, the CPU 51 determines the illumination pattern for the pre-read illumination animation from a decision table that can determine illumination patterns EP11 and EP12 (see Figure 4). Regardless of which decision table corresponds to the number of first special reserves that can be identified from the pre-read command, the distribution value of random numbers corresponding to each illumination pattern differs depending on whether the input pre-read command is a jackpot pre-read command or a losing pre-read command. Furthermore, regardless of which decision table is used, the random numbers are distributed such that illumination patterns that include the red light color have a higher probability of winning than illumination patterns that do not include the red light color. In this case, the CPU 51 should perform the execution determination such that the proportion of the ball entry pre-reading animation performed when a jackpot pre-reading command is input is higher than the proportion of the ball entry pre-reading animation performed when a miss pre-reading command is input. Once the light pattern for the pre-reading light effect is determined, the CPU 51 stores information in the RWM 53's light pattern information that allows it to identify the determined light pattern for the pre-reading light effect.

[0116] If it is decided to execute the ball entry pre-announcement effect, the CPU 51 controls the decorative lamp LA to execute the ball entry light-up effect in a predetermined light-up pattern for a predetermined period of time. At this time, the CPU 51 controls the first light-emitting unit LA1 to execute the ball entry light-up effect according to the brightness that can be determined from the brightness information (hereinafter referred to as brightness information) that can be determined from the brightness information stored in the RWM 53. The brightness information includes "low brightness information" which can be determined that the brightness emitted by the first light-emitting unit LA1 is low brightness, "medium brightness information" which can be determined that the brightness emitted by the first light-emitting unit LA1 is medium brightness, and "high brightness information" which can be determined that the brightness emitted by the first light-emitting unit LA1 is high brightness. Thus, the brightness information includes multiple types of information that can be determined as the light-emitting mode of the first light-emitting unit LA1. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to execute the ball entry light-up effect according to a predetermined brightness.

[0117] Furthermore, the CPU 51 controls the speaker SP to execute a sound effect when a ball enters the machine by outputting a special ball entry sound for a predetermined period of time. When the ball entry light effect ends, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the ball entry pre-read effect is not currently running, and also terminates the ball entry pre-read effect.

[0118] As the CPU 51 performs the above processing, the ball entry pre-read animation becomes an animation that can be executed when the first special game is put on hold, when it is not during a jackpot game and when there are specific circumstances under which the ball entry pre-read animation can be executed. When there are specific circumstances under which the ball entry pre-read animation can be executed, whether or not the ball entry pre-read animation can be executed is determined by lottery. Furthermore, while the ball entry pre-read animation is being executed, even if a game ball enters the first start opening 12, the execution of the ball entry pre-read animation is restricted. In this embodiment, the restriction on the execution of the animation means that the animation is not executed (the appearance rate is 0), but it is not limited to this. The restriction on the execution of the animation may also mean that the appearance rate of the animation is greater than 0 and the appearance rate is lower than the appearance rate when the execution of the animation is not restricted. Here, an appearance rate of the animation being greater than 0 includes an appearance rate of the animation being approximately 0. In this embodiment, the time when the execution of the animation is not restricted is when the restrictions under these definitions are removed.

[0119] Next, we will explain the pre-reading light-up effect processing performed by CPU 51 in order to execute the pre-reading light-up effect. When the RWM53 execution flag is set to a value indicating that the ball entry pre-read animation is in progress, CPU51 determines whether the remaining game count information, which is subtracted each time a variation start command is entered, is 0. When the RWM53 execution flag is set to a value indicating that the ball entry pre-read animation is in progress, and the remaining game count information is 0, CPU51 does not execute the pre-read animation flashing effect. On the other hand, when the RWM53 execution flag is set to a value indicating that the ball entry pre-read animation is in progress, and the remaining game count information is not 0, CPU51 determines whether the execution flag was set to a value indicating that the ball entry pre-read animation is not in progress before the remaining game count information became 0. If the execution flag was set to a value indicating that the ball entry pre-read animation is not in progress before the remaining game count information became 0, CPU51 decides to execute the pre-read animation flashing effect and sets the pre-read flag stored in RWM53 to a value indicating that the pre-read animation flashing effect is in progress. As a result of the CPU 51 performing the above processing, in the pachinko game machine 10, when the ball entry pre-reading effect ends, if the target change for that ball entry pre-reading effect has not yet started, the pre-reading flashing effect will start at the moment the ball entry pre-reading effect ends.

[0120] When executing a pre-read light-up effect, the CPU 51 controls the decorative lamp LA to execute the pre-read light-up effect based on the light-up pattern information and remaining game count information stored in the RWM 53. For example, when the light-up pattern of the pre-read light-up effect is light-up pattern EP33 and the remaining game count information is 2, the CPU 51 controls the decorative lamp LA to light up in red. Also, when executing a pre-read light-up effect, the CPU 51 controls the first light-emitting unit LA1 to execute the pre-read light-up effect according to the brightness that can be determined from the brightness information stored in the RWM 53, just as when executing a pre-read light-up effect when a ball enters the machine. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to execute the pre-read light-up effect according to a predetermined brightness.

[0121] When the CPU 51 has set a value in the pre-reading flag to indicate that the pre-reading light-up effect is in progress, it determines whether the remaining game count information is 0. If it determines that the remaining game count information is 0, the CPU 51 controls the decorative lamp LA to terminate the pre-reading light-up effect and executes the target light-up effect processing described later. At this time, the CPU 51 sets the pre-reading flag to a value indicating that the pre-reading light-up effect is not in progress.

[0122] Furthermore, the CPU 51 executes the aforementioned ball entry pre-read animation process even while the pre-read illumination animation is running. The CPU 51 then controls the decorative lamp LA to execute the ball entry illumination animation with a predetermined illumination pattern for a predetermined period of time, instead of the ongoing pre-read illumination animation. The CPU 51 also controls the speaker SP to execute the ball entry sound animation for a predetermined period of time.

[0123] As CPU 51 performs the above processing, it becomes possible to execute a new ball entry pre-read animation during the period from the end of the ball entry pre-read animation until the target change begins. During this period, a value indicating that the pre-read illumination animation is in progress is stored in the pre-read flag. For this reason, when CPU 51 executes a new ball entry pre-read animation, it does not store the remaining game count information in the ball entry pre-read animation processing. Therefore, even if a new ball entry pre-read animation is executed while the pre-read illumination animation is running during the period from the end of the ball entry pre-read animation until the target change begins, the pre-read illumination animation will not be executed targeting the newly executed ball entry pre-read animation. Even in such cases, the pre-read illumination animation will be executed targeting the previously executed ball entry pre-read animation until the target change of the previously executed ball entry pre-read animation begins. Furthermore, during the period between the end of the ball entry pre-read animation and the start of target change, the pre-read illumination animation is performed. However, if a new ball entry pre-read animation is performed during this period, the decorative lamp LA will prioritize the ball entry illumination animation of the newly performed ball entry pre-read animation over the pre-read illumination animation. In other words, if a new ball entry pre-read animation is performed during the period in which the pre-read illumination animation is being performed, the decorative lamp LA will stop the pre-read illumination animation and perform the ball entry illumination animation of the newly performed ball entry pre-read animation. After the newly performed ball entry pre-read animation has finished, if the target change of the previously performed ball entry pre-read animation has not yet started, the decorative lamp LA will restart the pre-read illumination animation, which was stopped, until the target change begins.

[0124] Next, we will explain the target light-up effect processing performed by the CPU 51 to execute the target light-up effect. In the pre-read light-up effect processing described above, if the CPU 51 determines that the remaining game count information is 0 when the setting of the execution flag of the RWM 53 is a value indicating that the ball entry pre-read effect is being executed, the CPU 51 will execute the target light-up effect processing at the timing when it sets the execution flag to a value indicating that the ball entry pre-read effect is not being executed. In addition, the CPU 51 will also execute the target light-up effect processing at the timing when it terminates the pre-read light-up effect because it has determined that the remaining game count information is 0 during the execution of the pre-read light-up effect.

[0125] Furthermore, since the ball entry pre-read animation is performed for a predetermined period, target changes may begin while the ball entry pre-read animation is in progress. In response to this, CPU 51 performs the above processing so that when the ball entry pre-read animation finishes, if the target change for that animation has already begun, the pre-read illumination animation will not be performed, and the target illumination animation will begin at the moment the ball entry pre-read animation finishes. On the other hand, if the pre-read illumination animation is performed, the target illumination animation will begin after the pre-read illumination animation has finished.

[0126] Furthermore, if a new pre-announcement animation is executed during the period between the end of the pre-announcement animation upon ball entry and the start of the target change, the CPU 51 will not store the remaining game count information in the pre-announcement animation processing executed when the new pre-announcement animation is executed. Therefore, if a new pre-announcement animation is executed during the period between the end of the pre-announcement animation upon ball entry and the start of the target change, the target illumination animation will also not be executed for the target change corresponding to the newly executed pre-announcement animation, similar to the illumination animation during pre-announcement.

[0127] In the target light-up effect processing, the CPU 51 identifies a variation pattern from the input variation start command when it determines that the remaining game count information is 0. If the identified variation pattern is a jackpot variation pattern, the CPU 51 determines whether or not to execute the target light-up effect with the premium light-up pattern by performing a premium light-up lottery using a predetermined random number. At this time, the CPU 51 performs the premium light-up lottery so that the appearance rate of the premium light-up pattern stored in the RWM 53 corresponds to the appearance rate according to the information that can identify the appearance rate of the premium light-up pattern (hereinafter referred to as premium information). The CPU 51 then performs the premium light-up lottery so that the proportion of the target light-up effect being executed with the premium light-up pattern is higher when high appearance rate information is stored in the premium information than when low appearance rate information is stored. High appearance rate information is information that can identify that the appearance rate of the premium light-up pattern is high. Low appearance rate information is information that can identify that the appearance rate of the premium light-up pattern is low. By performing the above processing, the target light-up effect is executed in a manner corresponding to the premium information.

[0128] If it is decided to execute the target lighting effect with the premium lighting pattern, the CPU 51 controls the decorative lamp LA to execute the target lighting effect with the premium lighting pattern (a lighting pattern that flashes in rainbow colors).

[0129] On the other hand, if it is not decided to execute the target lighting effect with a premium lighting pattern, and if the variation pattern identified from the variation start command entered when the remaining game count information becomes 0 is not a jackpot variation pattern, the CPU 51 refers to the lighting pattern information of the RWM 53. The CPU 51 then identifies the final lighting color of the pre-read lighting effect from the lighting pattern information and controls the decorative lamp LA to execute the target lighting effect with a lighting pattern that flashes with the identified final lighting color. In addition, when executing the target lighting effect, the CPU 51 controls the first light-emitting unit LA1 to execute the target lighting effect according to the brightness that can be identified from the brightness information stored in the RWM 53, similar to when executing the ball entry pre-read effect and the pre-read lighting effect. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to execute the target lighting effect according to a predetermined brightness. When a variation end command is entered, the CPU 51 controls the decorative lamp LA to end the target lighting effect.

[0130] In this embodiment, the pre-reading illumination effect ends and the target illumination effect begins at the same time that the target change begins. The target illumination effect ends when the target change ends.

[0131] Next, we will explain the customization process that CPU51 uses to implement the customization function. The CPU 51 controls the display device EH to display the operation image SG, the first status image JG1, the second status image JG2, and the third status image JG3, regardless of whether or not information that can identify the standby state is stored in the standby flag.

[0132] Throughout the entire game period, the CPU 51 updates the ball entry pre-read information stored in the RWM 53 alternately between information indicating appearance and information indicating no appearance, each time an operation signal is received from the upper button UBT. Furthermore, when the CPU 51 updates the ball entry pre-read information, it controls the performance display device EH so that the first situation image JG1 is displayed with content corresponding to the updated ball entry pre-read information. By having the CPU 51 perform this processing, in this embodiment, it is possible to customize whether or not the ball entry pre-read performance appears throughout the entire game period.

[0133] CPU51 determines whether the remaining game count information stored in RWM53 is 0, and if it determines that it is not 0, it stores the information stored in the premium information of RWM53 into the temporary setting information of RWM53.

[0134] When the remaining game count information is not 0, the CPU 51 updates the temporary setting information stored in the RWM 53 alternately between low appearance rate information and high appearance rate information each time an operation signal is input from the lower button DBT. When the CPU 51 updates the temporary setting information, it controls the performance display device EH so that the second situation image JG2 is displayed with content corresponding to the updated temporary setting information.

[0135] When the CPU 51 receives a command to end the variation while the remaining number of games is not zero, it stores the information stored in the temporary setting information in the premium information. By performing this process, the CPU 51 makes it possible to customize the appearance rate of the premium lighting pattern in the target lighting effect for the entire period from when the ball entry pre-reading effect starts until the target variation starts. Then, when the appearance rate of the premium lighting pattern is customized, the target lighting effect can be executed with the appearance rate of the premium lighting pattern corresponding to the customized premium information from the start of the next special game.

[0136] Regardless of whether the standby flag contains information that identifies the device as being in standby mode, when the CPU 51 receives an operation signal from the right button RBT, if the brightness information stored in the RWM 53 is either low brightness information or medium brightness information, the CPU 51 updates the brightness information to one level higher. However, if the brightness information stored in the RWM 53 is high brightness information when the operation signal from the right button RBT is received, the CPU 51 does not update the brightness information. Regardless of whether the standby flag contains information that identifies the device as being in standby mode, when the CPU 51 receives an operation signal from the left button LBT, if the brightness information stored in the RWM 53 is either medium brightness information or high brightness information, the CPU 51 updates the brightness information to one level lower. However, if the brightness information stored in the RWM 53 is low brightness information when the operation signal from the left button LBT is received, the CPU 51 does not update the brightness information. When the CPU 51 updates the brightness information, it controls the display device EH so that the third status image JG3 is displayed with the display content corresponding to the updated brightness information. By having the CPU 51 perform such processing, in this embodiment it becomes possible to customize the brightness of the first light-emitting unit LA1 throughout the entire game period. Then, during the ball entry light-emitting effect, the pre-read light-emitting effect, and the target light-emitting effect, the first light-emitting unit LA1 can be illuminated with the customized brightness.

[0137] Here, we will explain the case where, after the power supply to the pachinko machine 10 is interrupted during the execution of the ball entry pre-reading effect and the light-up effect during the pre-reading, the main backup information and sub-backup information are not initialized and the power supply is resumed.

[0138] In the pachinko game machine 10, if the power supply to the pachinko game machine 10 is interrupted during the execution of the ball entry pre-reading effect before the target variation begins, the main backup information and sub-backup information will not be initialized, and after the power supply is restored, the ball entry pre-reading effect and the pre-reading illumination effect will not be executed. On the other hand, after the power supply is restored, the target illumination effect will be executed at the timing when the target variation begins. Similarly, in the pachinko game machine 10, if the power supply to the pachinko game machine 10 is interrupted during the execution of the pre-reading illumination effect, the main backup information and sub-backup information will not be initialized, and after the power supply is restored, the pre-reading illumination effect will not be executed, and the target illumination effect will be executed at the timing when the target variation begins.

[0139] Furthermore, in the pachinko game machine 10, if the power supply is interrupted during the execution of the ball entry pre-reading effect or the pre-reading light-up effect before the target variation begins, it becomes possible to customize the appearance rate of the premium light-up pattern of the target light-up effect for the entire period from when the power supply is restored until the target variation begins. Subsequently, during the target variation, the target light-up effect is executed at an appearance rate of the premium light-up pattern corresponding to the premium information at the time the target variation begins. In the case where the power supply to the pachinko game machine 10 is interrupted during the execution of the ball entry pre-reading effect or the pre-reading light-up effect, the entire period from when the main backup information and sub-backup information are not initialized until the target variation begins is an example of a special period.

[0140] In this embodiment, the remaining game count information stored in the RWM53 is included in the sub-backup information. Therefore, when the CPU51 receives a power restoration command and the remaining game count information is not 0, it can determine that the period is from when the power supply is restored until the target variation begins. During the period from when the power supply is restored until the target variation begins, the CPU51 can customize the appearance rate of the premium light-up pattern of the target light-up effect by executing the customization process described above. Furthermore, if the remaining game count information is not 0 when the power restoration command is received, the CPU51 executes the target light-up effect process described above when the remaining game count information becomes 0. As a result, if the power supply is interrupted during the execution of the ball entry pre-read effect and the pre-read light-up effect before the target variation begins, after the power supply is restored, the target light-up effect will be executed during the execution of the target variation with an appearance rate of the premium light-up pattern corresponding to the premium information at the time the target variation begins.

[0141] In this embodiment, after the power supply to the pachinko game machine 10 is cut off, and the main backup information and sub-backup information are initialized and power supply is resumed, initial values ​​are stored in the ball entry pre-read information, premium information, and brightness information. Then, after the power supply to the pachinko game machine 10 is cut off, and the main backup information and sub-backup information are initialized and power supply is resumed, the effects are executed according to the initial values ​​of each piece of information. In this embodiment, the initial value of the ball entry pre-read information is set to "appearance possible" information. In this embodiment, the initial value of the premium information is set to "low appearance rate" information. In this embodiment, the initial value of the brightness information is set to "high brightness" information.

[0142] Next, with reference to Figure 7, an example of a case where the ball entry pre-announcement effect and the target illumination effect are customized will be explained. As shown in Figure 7, the special game starts at time T01. At this time, the presence or absence of the ball entry pre-announcement effect is "not present" (indicated as "none" in the figure), and the ball entry pre-announcement effect is not executed. Also, the appearance rate of the premium lighting pattern in the target lighting effect is "low appearance rate". Subsequently, at time T02, when the upper button UBT is operated, the presence or absence of the ball entry pre-announcement effect changes to "present" (indicated as "present" in the figure). This means that the situation has been customized so that the ball entry pre-announcement effect can be executed.

[0143] Subsequently, at time T03, the entry of a game ball is triggered by its entry into the first starting opening 12, initiating the ball entry pre-announcement effect. The decorative lamp LA performs a white flashing light pattern for a predetermined period from time T03 to T04, triggering the ball entry pre-announcement effect (ball entry light effect). From time T03, when the ball entry pre-announcement effect begins, a period begins during which the appearance rate of the premium light pattern in the target light effect can be customized.

[0144] At time T04, when the ball entry pre-read animation ends, the target change has not yet begun, so the pre-read illumination animation starts. In the example shown in Figure 7, the pre-read illumination animation is executed based on illumination pattern EP31. In this case, at time T04, the pre-read illumination animation starts with an illumination pattern in which the decorative lamp LA lights up in blue.

[0145] Subsequently, at time T05, the special game two rounds prior to the target change begins. The decorative lamp LA continues to light up in blue, continuing the pre-read illumination effect. Thus, the pre-read illumination effect may be executed across multiple special games. At time T06, while the special game two rounds prior to the target change is in progress, if the down button DBT is operated, at time T07, when the ongoing special game ends, the appearance rate of the premium illumination pattern in the target illumination effect changes to a high appearance rate. Note that the down button DBT is not operated during the period when the special game one round prior to the target change is in progress, from time T07 to T08. Then, at time T08, when the target change begins, the period during which the appearance rate of the premium illumination pattern in the target illumination effect can be customized ends. Then, when the target change begins at time T08, the illumination pattern of the target illumination effect is determined so that the appearance rate of the premium illumination pattern is high. Figure 7 shows an example of a case where the premium illumination pattern is not determined as the illumination pattern of the target illumination effect. In this case, during the period T08-T09 when the target change is executed, the target illumination effect is performed with a flashing light pattern that is the same blue as the final illumination color of the pre-read illumination effect.

[0146] Thus, in this embodiment, it is possible to customize the mode of the target illumination effect during the special period, which is the entire period from when the ball entry pre-reading effect starts until the target change starts. Then, during the target change, the target illumination effect can be executed according to the customized mode.

[0147] Furthermore, when the mode of the ball entry pre-announcement effect is customized, the timing at which the ball entry pre-announcement effect can be executed according to the customized mode will be different from the timing at which the target illumination effect can be executed according to the customized mode when the mode of the target illumination effect is customized.

[0148] Next, referring to Figure 8, we will explain an example of when the color of the decorative lamp LA changes during the execution of the pre-reading light effect. Note that the example shown in Figure 8 assumes that the ball entry pre-reading effect is in a state where it can be executed.

[0149] As shown in Figure 8, a special game begins at time T11. At this time, the appearance rate of the premium light pattern in the target light-up effect is set to a "low appearance rate". Subsequently, at time T12, the entry pre-announcement effect begins when a game ball enters the first start opening 12. The decorative lamp LA performs the entry pre-announcement effect (entry light-up effect) with a flashing white light pattern for a predetermined period from time T12 to T13. From time T12, when the entry pre-announcement effect begins, the appearance rate of the premium light pattern in the target light-up effect becomes customizable.

[0150] Furthermore, at time T13 while the ball entry pre-announcement animation is running, the special game that was running when the ball entry pre-announcement animation started ends, and the special game two rounds prior to the target change begins. Since the ball entry pre-announcement animation is an animation that runs over a predetermined period, it may run across multiple special games, as shown in the example in Figure 8.

[0151] At time T14, when the ball entry pre-read animation ends, the pre-read illumination animation begins. In the example shown in Figure 8, the pre-read illumination animation is performed based on illumination pattern EP22. In this case, at time T14, the pre-read illumination animation begins with an illumination pattern in which the decorative lamp LA lights up in blue.

[0152] Subsequently, at time T15, a special game is started that precedes the target change. At this time, the pre-reading illumination effect continues, but the illumination color of the decorative lamp LA changes to red. This makes it possible to determine that the probability of a big win in the target change is higher than when the illumination color of the decorative lamp LA was blue. Thus, in this embodiment, during the period from the end of the ball entry pre-reading effect until the start of the target change, the illumination color of the decorative lamp LA may change from blue to red.

[0153] If the down button DBT is pressed at time T16 during the execution of the special game immediately preceding the target change, the appearance rate of the premium light pattern in the target light effect will change to a high appearance rate at time T17 when the special game ends. As a result, when the target change starts at time T17, the light pattern of the target light effect will be determined so that the appearance rate of the premium light pattern is high. Figure 8 shows an example where the premium light pattern is determined as the light pattern for the target light effect. In this case, the target light effect will be executed with a rainbow-colored flashing light pattern during the period from time T17 to T18 when the target change is executed.

[0154] Next, referring to Figure 9, an example of a case in which the light emission pattern of the first light-emitting unit LA1 is customized during the execution of the ball entry pre-reading effect will be described. As shown in Figure 9, a special game is started at time T21. At this time, the brightness of the first light-emitting unit LA1 is set to "low brightness". Subsequently, at time T22, when a game ball enters the first starting opening 12, the ball entry pre-announcement effect is started. The decorative lamp LA performs the ball entry pre-announcement effect (ball entry illumination effect) with a flashing white light pattern for a predetermined period from time T22 to T24. At this time, the first light-emitting unit LA1 emits light at low brightness, while the second light-emitting unit LA2 emits light at a predetermined constant brightness.

[0155] During the execution of the ball entry pre-announcement animation, if the right button RBT is pressed at time T23, the brightness of the first light-emitting part LA1 changes to medium brightness. As a result, during the period from time T23 to T24 during the execution of the ball entry pre-announcement animation, the first light-emitting part LA1 emits light at medium brightness. The brightness of the second light-emitting part LA2 does not change at time T23 and emits light at a predetermined constant brightness during the execution of the ball entry pre-announcement animation.

[0156] Thus, during the execution of the ball entry pre-announcement effect, the first light-emitting unit LA1 emits light according to a customized brightness. On the other hand, during the execution of the ball entry pre-announcement effect, the second light-emitting unit LA2 emits light according to a predetermined brightness.

[0157] Furthermore, if the right button RBT or left button LBT is not operated, during the pre-read illumination effect performed between time points T24 and T27, and during the target illumination effect performed between time points T27 and T28, the first light-emitting unit LA1 will illuminate at a medium brightness, while the second light-emitting unit LA2 will illuminate at a predetermined constant brightness.

[0158] Next, referring to Figure 10, we will explain an example of a case in which the power supply to the pachinko machine 10 is interrupted during the execution of the ball entry pre-announcement effect, and then the power supply is restored. As shown in Figure 10, a special game is started at time T31. At this time, the appearance rate of the premium light pattern in the target light-up effect is "high." Subsequently, at time T32, the ball entry pre-read effect is started when a game ball enters the first start opening 12. Then, at time T33, while the ball entry pre-read effect is running, the power supply to the pachinko game machine 10 is cut off. Subsequently, at time T34, the power supply to the pachinko game machine 10 is resumed. In this case, the ball entry pre-read effect is not executed during the period from when the power supply is resumed until the target change begins. Furthermore, the light-up effect during the pre-read effect is not executed during the period from when the power supply is resumed until the target change begins. Also, because the premium information of RWM53 is set to its initial value, the appearance rate of the premium light-up pattern becomes "low."

[0159] On the other hand, during target variation, a target illumination effect is executed. Furthermore, for the entire period from when power supply is restored until when target variation begins, the appearance rate of the premium illumination pattern in the target illumination effect can be customized. For example, if the down button DBT is operated at time T37 during the execution of the previous target variation, the appearance rate of the premium illumination pattern in the target illumination effect will change to a high appearance rate at time T38 when the special game being executed ends. Then, in the target variation that begins at time T38, the target illumination effect can be executed according to the customized appearance rate. In other words, when the target variation begins at time T38, the illumination pattern of the target illumination effect is determined so that the appearance rate of the premium illumination pattern is high. Note that after power supply is restored, the brightness information returns to the initial value of "high brightness," so if the left button LBT or right button RBT is not operated after power supply is restored, the first light-emitting unit LA1 will illuminate at high brightness during the execution of the target illumination effect. Furthermore, even after power supply is restored, it is possible to customize the light emission mode of the first light-emitting unit LA1. For example, if the light emission mode of the first light-emitting unit LA1 is customized before the target fluctuation begins, the first light-emitting unit LA1 will emit light in the customized light emission mode while the target illumination effect is being executed.

[0160] Next, with reference to Figure 11, we will explain an example of a case in which a game ball enters the first starting opening 12 while the pre-announcement animation for ball entry is being performed, and an example of a case in which a game ball enters the first starting opening 12 during the period from the end of the pre-announcement animation for ball entry until the target change begins.

[0161] As shown in Figure 11, a special game is started at time T41. At this time, the appearance rate of the premium light-up pattern in the target light-up effect is "low appearance rate". Subsequently, at time T42, a pre-announcement effect upon ball entry is started when a game ball enters the first start slot 12. Then, at time T43, while the pre-announcement effect upon ball entry is running, a game ball enters the first start slot 12. As described above, during the period when the pre-announcement effect upon ball entry is running, even if a game ball enters the first start slot 12 when appearance information is stored in RWM 53, the execution of a new pre-announcement effect upon ball entry is restricted because the special game has been put on hold. In other words, the pre-announcement effect upon ball entry is not executed at time T43.

[0162] At time T44, when the ball entry pre-reading animation ends, the pre-reading illumination animation begins. Subsequently, at time T46, while the pre-reading illumination animation is running, a new ball entry pre-reading animation is executed when a game ball enters the first start opening 12. At this time, the decorative lamp LA finishes the pre-reading illumination animation and starts the ball entry pre-reading animation (ball entry illumination animation). Thus, in this embodiment, for the entire period from the end of the ball entry pre-reading animation until the start of the target change that is the target of the said ball entry pre-reading animation, if the RWM 53 has information indicating that an appearance has occurred, a new ball entry pre-reading animation can be executed when a special game is put on hold.

[0163] Subsequently, at time T47, when the newly executed ball entry pre-read animation finishes, the target change that was the target of the ball entry pre-read animation started at time T42 has not yet begun, so the pre-read illumination animation is started again. At this time, the pre-read illumination animation is executed based on the illumination pattern of the pre-read illumination animation that was determined when the ball entry pre-read animation started at time T42. The pre-read illumination animation is then executed until time T50, which is the timing when the target change that was the target of the ball entry pre-read animation started at time T42 begins.

[0164] In this case, the mode of the target illumination effect performed during target variation can be customized during the period from T42, when the first ball entry pre-read effect is performed, to T50, when the target variation that is the target of the ball entry pre-read effect is performed. For example, if the down button DBT is operated at T49 during the execution of the previous target variation, the appearance rate of the premium illumination pattern in the target illumination effect will change to a high appearance rate at T50, when the special game being performed ends. As a result, when the target variation starts at T50, the illumination pattern of the target illumination effect is determined so that the appearance rate of the premium illumination pattern is high.

[0165] The effects of this embodiment will now be explained. (1) When the first special game is put on hold, the player is given the opportunity to customize the type of ball entry pre-announcement effect and the type of target illumination effect according to their preference. Furthermore, the type of target illumination effect can be customized during the special period, which is the entire period from when the ball entry pre-announcement effect starts until the target variation starts, and then the target illumination effect can be executed during the target variation according to the type customized during the special period. Because the type of target illumination effect can be customized during this special period, the player can, for example, expect the target variation to be a jackpot when the ball entry pre-announcement effect is executed, and then customize the type of target illumination effect executed during the target variation so that the premium illumination pattern appears with a high probability. As a result, the sense of anticipation that the target illumination effect will be executed based on the premium illumination pattern can be heightened compared to when the type of target illumination effect cannot be customized during the special period. Thus, it is possible to make players enjoy both customizing the type of target illumination effect and enjoying the target illumination effect itself.

[0166] (2) The pre-reading light-up effect is executed during the period from after the ball entry pre-reading effect ends until the target change begins. Since the period during which the pre-reading light-up effect is executed is only a part of the special period, it is easier to understand the special period during which the form of the target light-up effect can be customized, compared to when the pre-reading light-up effect is not executed.

[0167] (3) For example, if the brightness of all light-emitting parts capable of performing light-emitting effects is customized through light-emitting customization, there is a risk that the player may not be able to enjoy the light-emitting effects if the customized brightness is lower than the brightness intended by the player. In contrast, of the light-emitting parts of the decorative lamp LA, the first light-emitting part LA1 emits light according to the customized brightness, while the second light-emitting part LA2 emits light according to a predetermined brightness. The first light-emitting part LA1 is a light-emitting part provided on the front of the mounting frame 11b, while the second light-emitting part LA2 is a light-emitting part provided on the front of the game board YB. Therefore, even if the brightness of the first light-emitting part LA1 is customized, it is possible to suppress the issue that the light-emitting effects of the second light-emitting part LA2, which are performed on the game board YB during the execution of the ball entry pre-read effect, the pre-read light-emitting effect, and the target light-emitting effect, will not be enjoyable due to a decrease in brightness.

[0168] (4) For example, if the power supply is interrupted while the ball entry pre-announcement animation is being performed, and then the power supply is restored, the ball entry pre-announcement animation may be performed suddenly, potentially startling the player. In contrast, if the power supply is interrupted while the ball entry pre-announcement animation is being performed and then restored, the ball entry pre-announcement animation and the pre-announcement flashing animation will not be performed. This prevents startling the player after the power supply is restored, and also prevents the player from being confused by the pre-announcement animation not being performed after the power supply is restored, instead having the pre-announcement flashing animation performed.

[0169] On the other hand, even if the power supply is interrupted during the execution of the ball entry pre-announcement effect and then restored, it is possible to customize the target illumination effect during the special period, which is the entire period until the target change begins, and the target illumination effect can be executed during the target change. Therefore, even if the power supply is interrupted during the execution of the ball entry pre-announcement effect and then restored, the target illumination effect can be suitably customized, and the target illumination effect can be enjoyed in the customized form during the target change.

[0170] (5) In certain circumstances, the ball entry pre-announcement animation can be executed again for the entire period from the end of the predetermined period during which the ball entry pre-announcement animation is performed until the target change begins. As a result, the probability of a big win can be indicated for multiple pending 1st special games. As a result, the expectation that multiple pending 1st special games will result in a big win can be heightened, further enhancing the enjoyment of the game.

[0171] (6) For example, if a pre-announcement animation is performed again before the predetermined period in which the animation is performed has ended, it may become difficult to recognize that the pre-announcement animation has been performed multiple times. In contrast, during the predetermined period in which the pre-announcement animation is performed, the performance of a new pre-announcement animation is restricted when certain conditions are met, triggered by the first special game being put on hold. Therefore, compared to the case in which the performance of a new pre-announcement animation is not restricted during the predetermined period, it is easier to recognize that the pre-announcement animation has been performed multiple times, and after the pre-announcement animation has finished, it is possible to perform a new pre-announcement animation, thereby indicating the probability of a big win for multiple first special games that are on hold.

[0172] (7) In addition to being able to estimate the probability of a big win from the execution of the pre-announcement effect when the ball enters the machine, the probability of a big win can also be estimated from the type of light-up effect during the pre-announcement. Furthermore, during special periods, the type of target light-up effect can be customized according to the probability of a big win estimated from the execution of the pre-announcement effect when the ball enters the machine and the type of light-up effect during the pre-announcement. For example, if the estimated probability of a big win is high, the type of target light-up effect can be customized so that the appearance rate of the premium light-up pattern is high, thereby further increasing the sense of anticipation that the target light-up effect will be executed based on the premium light-up pattern. Thus, it is possible to enjoy customizing the type of target light-up effect.

[0173] (8) During the period from the end of the ball entry pre-reading animation until the target change begins, the illumination color of the decorative lamp LA may change from blue to red, which has a higher probability of a big win than blue, thus drawing attention to the change in the illumination color of the decorative lamp LA. Furthermore, for example, when the illumination color of the decorative lamp LA changes from blue to red, the appearance rate of the premium illumination pattern can be customized to be high, thereby further increasing the sense of anticipation that the target illumination animation will be performed based on the premium illumination pattern. Thus, customizing the manner of the target illumination animation can be made even more enjoyable.

[0174] (9) When the target light-up effect is customized, the target light-up effect can be executed according to the customized effect from the time the variable game is first started after the customization. Conversely, when the ball entry pre-announcement effect is customized, the ball entry pre-announcement effect can be executed according to the customized effect from the time of customization. As a result, for example, even if a game ball enters the first start port 12 before the variable game is first started after the ball entry pre-announcement effect has been customized, the ball entry pre-announcement effect can be executed according to the customized effect. Therefore, when the effect is customized, the player can enjoy the effect according to the customized effect at an appropriate timing depending on the effect being shown.

[0175] (10) Throughout the entire game period, an operation image SG, which is an image that displays information indicating that pre-read customization, target customization, and illumination customization are possible by operating the operation button BT, is displayed on the performance display device EH. Therefore, it is possible to strongly impress upon the player that it is possible to customize the manner of the ball entry pre-read performance, the manner of the target illumination performance, and the illumination manner of the first illumination unit LA1. As a result, players can be encouraged to actively customize the settings.

[0176] (11) Throughout the entire game period, the first situation image JG1, the second situation image JG2, and the third situation image JG3 are displayed on the performance display device EH. Therefore, players can check and customize the current state of the ball entry pre-read performance, the current state of the target illumination performance, and the current illumination state of the first light-emitting unit LA1. Furthermore, because players can easily understand the situation before and after customization, it is easier for them to customize compared to when these images are not displayed.

[0177] (13) When the ball entry pre-announcement effect is started, the ball entry light effect and ball entry sound effect are started simultaneously, and the ball entry light effect is performed for a longer period of time than the ball entry sound effect. Therefore, even after the ball entry sound effect has finished, by paying attention to the ball entry light effect, it is possible to understand that the ball entry pre-announcement effect has been performed.

[0178] 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.

[0179] The special period during which the target illumination effect can be customized may be a portion of the period from when the ball entry pre-read effect starts until the target change starts. For example, it may be the period from when the ball entry pre-read effect ends until the target change starts, or it may be the period from a predetermined timing during the execution of the ball entry pre-read effect after it has started until the target change starts. Alternatively, for example, it may be the period from when a predetermined amount of time has elapsed after the ball entry pre-read effect has ended until the target change starts, or it may be the period from when the special game first starts after the ball entry pre-read effect has ended until the target change starts. Alternatively, for example, it may be the period from when the ball entry pre-read effect starts until a specified time before the target change starts.

[0180] In addition to the special period in the above embodiment, there may be a period during which the target light-up effect can be customized. For example, it may be possible to customize the target light-up effect during a jackpot game, or it may be possible to customize the target light-up effect during the standby state. Furthermore, for example, it may be possible to customize the target light-up effect during the execution of a special game in one or both of the normal state and the advantageous state.

[0181] Assuming that the ball entry pre-announcement effect can be performed in both the normal state and the advantageous state, the form of the target illumination effect may be configured so that it can be customized during the special period in the normal state, but cannot be customized during the special period in the advantageous state.

[0182] When the method of predicting when a ball enters the field is customized, the predicting when a ball enters the field may be executed according to the customized predicting when a ball enters the field from the time the special game is started for the first time after the customization.

[0183] When the target illumination effect is customized, the target illumination effect may be executed from the time of the customization according to the customized premium information.

[0184] When the light emission mode of the first light-emitting unit LA1 is customized, the first light-emitting unit LA1 may be configured to emit light according to the customized brightness information from the time the special game is started for the first time after the customization.

[0185] If the power supply to the pachinko machine 10 is interrupted during the execution of the ball entry pre-reading effect or the pre-reading light-up effect, the main backup information and sub-backup information will not be initialized. It may be possible to customize the manner of the target light-up effect during a certain period from after the power supply is restored until the target variation begins. For example, it may be possible to customize the manner of the target light-up effect during a predetermined period of time after the power supply is restored until the target variation begins.

[0186] The customizable mode of the ball entry pre-announcement animation may not be the presence or absence of the ball entry pre-announcement animation, but rather the appearance rate of the ball entry pre-announcement animation, assuming that the ball entry pre-announcement animation does appear. In this case, the system may be configured to allow customization of the appearance rate of the ball entry pre-announcement animation to either a low appearance rate or a high appearance rate. Furthermore, the mode of the ball entry pre-announcement animation may be configured to allow customization to any of the following: the ball entry pre-announcement animation does not appear, the ball entry pre-announcement animation appears at a low appearance rate, or the ball entry pre-announcement animation appears at a high appearance rate.

[0187] The customizable aspect of the target illumination effect may not be the appearance rate of the premium illumination pattern in the target illumination effect, but rather the presence or absence of the premium illumination pattern. In this case, the system may be configured to allow customization of whether the premium illumination pattern appears or not. Furthermore, the system may be configured to allow customization of the aspect of the target illumination effect, such as whether the premium illumination pattern does not appear, appears at a low rate, or appears at a high rate.

[0188] The customizable aspects of the ball entry pre-announcement effect may be the visual aspects of the ball entry pre-announcement effect, or the audio output when the ball entry pre-announcement effect is performed. Similarly, the customizable aspects of the target illumination effect may be the visual aspects of the target illumination effect.

[0189] The ball entry pre-reading effect and the pre-reading effect may be performed using different lighting methods. For example, there may be a first decorative lamp and a second decorative lamp, with the ball entry effect being performed using the first decorative lamp and the pre-reading effect being performed using the second decorative lamp. In this case, the pre-reading effect may be an effect that can be performed during a specific period from when the ball entry pre-reading effect starts until the target change starts. This allows the pre-reading effect to be performed even while the ball entry pre-reading effect is running, so the lighting colors of both effects can be checked simultaneously. Therefore, the probability of a jackpot during the target change can be appropriately predicted.

[0190] Furthermore, if the special period is the entire period from when the ball entry pre-reading animation begins until the target change begins, the specific period may be part of or all of the special period. Moreover, even if the special period is only a part of the period from when the ball entry pre-reading animation begins until the target change begins, the specific period may be part of or all of the special period. In addition, in this example of modification, if the ball entry pre-reading animation is newly executed while the pre-reading illumination animation is running, the pre-reading illumination animation may continue without ending.

[0191] In the above example of modification, the appearance of the decorative lamp LA may change from the first appearance to a second appearance, which has a higher probability of winning than the first appearance, during a specific period, based on the appearance pattern of the pre-read illumination effect.

[0192] The pre-read flashing effect may be an effect that is executed intermittently during the period from after the ball entry pre-reading effect ends until the target change begins, or during a specific period as described in the above example of modification. In this case, during the process in which the pre-read flashing effect is executed intermittently, the appearance of the decorative lamp LA may change from the first appearance to a second appearance which has a higher probability of winning than the first appearance.

[0193] The ball entry pre-announcement animation may be executed during a jackpot game. In this case, the CPU 51 should not determine whether a jackpot game is in progress during the ball entry pre-announcement animation process.

[0194] The ball entry pre-announcement effect was an effect that could be executed when the first special game was put on hold as a result of a game ball entering the first start opening 12. In addition to this, or instead, the ball entry pre-announcement effect may be an effect that can be executed when the second special game is put on hold as a result of a game ball entering the second start opening 13. In this case, even if the ball entry pre-announcement effect is executed as a result of a game ball entering the second start opening 13, the pre-announcement illumination effect and the target illumination effect may be executed in the same way as when the ball entry pre-announcement effect is executed as a result of a game ball entering the first start opening 12.

[0195] The ball entry illumination effect may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The pre-read illumination effect may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The target illumination effect may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2.

[0196] The pachinko game machine 10 may have a first light-emitting unit LA1 instead of a decorative lamp LA, which may be a light-emitting unit included in a different light-emitting means than the decorative lamp LA. Similarly, the second light-emitting unit LA2 may be a light-emitting unit included in a different light-emitting means than the decorative lamp LA. Either the first light-emitting unit LA1 or the second light-emitting unit LA2 may be a light-emitting unit that emits light during the execution of the ball entry pre-reading effect, the pre-reading light-emitting effect, and the target light-emitting effect.

[0197] - While the ball entry pre-announcement animation is running, the execution of a new ball entry pre-announcement animation triggered by a game ball entering the first start opening 12 is restricted, but this is not limited to this. For example, even while the ball entry pre-announcement animation is running, if the ball entry audio animation has finished, it may be possible to execute a new ball entry audio animation triggered by a game ball entering the first start opening 12.

[0198] - The restriction on the execution of the ball entry pre-announcement effect may mean that only a part of the ball entry pre-announcement effect is executed. For example, the restriction on the execution of the ball entry pre-announcement effect may mean that either the ball entry light effect or the ball entry sound effect is not executed.

[0199] - In the ball entry pre-announcement effect, the ball entry sound effect may be set to end after the ball entry light effect. In this case, the period during which the ball entry pre-announcement effect is performed is from the start of the ball entry pre-announcement effect (ball entry sound effect and ball entry light effect) until the end of the ball entry sound effect. Furthermore, in this case, even if the ball entry pre-announcement effect is being performed, if the ball entry light effect has ended, the ball entry light effect may be made available to be executed again when a game ball enters the first start opening 12.

[0200] • In the ball entry pre-announcement effect, the ball entry light effect and ball entry sound effect may be made to end at the same time. There may be a period during which it is restricted from performing a new ball entry pre-announcement animation after the previous one has finished. For example, the system may be configured so that it is restricted from performing a new ball entry pre-announcement animation after the previous one has finished until the target change has finished. Furthermore, even during the period during which it is restricted from performing a new ball entry pre-announcement animation after the previous one has finished, the system may be configured so that the form of the ball entry pre-announcement animation can be customized.

[0201] The pre-reading light effect may be performed on the target change corresponding to the newly executed ball entry pre-read effect if a new ball entry pre-read effect is performed during the period from the end of the ball entry pre-read effect until the target change begins. The light pattern of the pre-reading light effect may be newly determined by a lottery using a predetermined random number when a new ball entry pre-read effect is performed, and the pre-reading light effect may be performed on the target change corresponding to the newly executed ball entry pre-read effect based on the determined light pattern. In this case, the target light effect may also be performed on the target change corresponding to the newly executed ball entry pre-read effect. Furthermore, it may be possible to customize the manner of the target light effect until the target change corresponding to the newly executed ball entry pre-read effect begins. In this case, the pre-reading light effect that targeted the target change corresponding to the previously executed ball entry pre-read effect may be terminated. Also, the target light effect that targeted the target change corresponding to the previously executed ball entry pre-read effect may not be performed.

[0202] During the execution of target variation, it may be possible to execute a predetermined effect that is different from the target illumination effect, and whose effect can be customized. In this case, it is preferable that, similar to the target illumination effect, the effect can be customized during a special period.

[0203] - If the ball entry pre-read animation is performed while the pre-read animation is in progress, the decorative lamp LA is configured to stop the pre-read animation. However, the pre-read animation may continue to run in either the first light-emitting unit LA1 or the second light-emitting unit LA2, while the ball entry pre-read animation may run in the other light-emitting unit. In other words, if the ball entry pre-read animation is performed while the pre-read animation is in progress, a portion of the pre-read animation may be restricted during the execution of the ball entry pre-read animation.

[0204] In the above embodiment, if the ball entry pre-reading effect is executed while the target light-emitting effect is being performed, the decorative lamp LA may be configured to prioritize the ball entry light-emitting effect of the ball entry pre-reading effect over the target light-emitting effect. In other words, if the ball entry pre-reading effect is executed during the period in which the target light-emitting effect is being performed, the decorative lamp LA may stop the target light-emitting effect and execute the ball entry light-emitting effect of the ball entry pre-reading effect. After the ball entry pre-reading effect has finished, if the target change has not finished, the decorative lamp LA may restart the stopped target light-emitting effect until the target change finishes. Alternatively, if the ball entry pre-reading effect is being executed while the target light-emitting effect is being performed, the target light-emitting effect may continue to be executed in either the first light-emitting unit LA1 or the second light-emitting unit LA2, while the ball entry pre-reading effect is executed in the other light-emitting unit. In other words, if the ball entry pre-reading effect is being executed while the target light-emitting effect is being performed, a part of the target light-emitting effect may be restricted during the execution of the ball entry pre-reading effect.

[0205] The decision on whether or not to perform the pre-read flashing effect may be determined by a lottery independent of the decision on whether or not to perform the pre-read flashing effect when the ball enters the machine. In this case, for example, after the pre-read flashing effect when the ball enters the machine has been performed, and before the target change begins, the decision on whether or not to perform the pre-read flashing effect may be determined by a lottery using a predetermined random number triggered by the entry of a game ball into the first start opening 12. The pre-read flashing effect may then be performed from the moment it is decided that it will be performed.

[0206] - In the pre-reading light-up effect, the probability of winning a jackpot indicated when the decorative lamp LA lights up in blue may be lower than the probability of winning a jackpot indicated when the decorative lamp LA flashes white in the ball entry pre-reading effect, or it may be higher than the probability of winning a jackpot indicated when the decorative lamp LA flashes white.

[0207] If a pre-announcement animation is not performed when a game ball enters the first starting opening 12, the speaker SP may not output a special ball entry sound, but instead output a normal ball entry sound that is different from the special ball entry sound.

[0208] In addition to or instead of the above embodiment, the system may be configured to allow the volume of sound output from speaker SP to be customized to any of several volume levels. In this case, it is preferable that the player be able to customize the volume by operating an operating means. The operating means may be an operation button BT, or it may be an operating means other than the operation button BT provided on the pachinko game machine 10. In this case, the period during which the volume can be customized may be the entire game period, or it may be during the standby state. Alternatively, the period during which the volume can be customized may be any predetermined period during the execution of a special game.

[0209] The operation image SG does not have to be displayed throughout the entire gameplay period; there may be periods when the operation image SG is not displayed. For example, the operation image SG may not be displayed during the execution of a special game. Also, for example, the operation image SG may not be displayed during a jackpot game.

[0210] The first situation image JG1 is not displayed throughout the entire game period; there may be periods when it is not displayed. For example, the first situation image JG1 may not be displayed during the execution of a special game. The first situation image JG1 may be displayed when the manner of the ball entry pre-reading effect is customized. In this case, it is preferable that the first situation image JG1 is not displayed after a predetermined amount of time has elapsed since it was displayed. The same applies to the second situation image JG2 and the third situation image JG3. In this case, it is preferable that the second situation image JG2 be displayed when the manner of the target light-up effect is customized, and the third situation image JG3 be displayed when the light-up manner of the first light-emitting unit LA1 is customized.

[0211] In addition to the performance display device EH, a specific display device capable of displaying images may be provided, and the operation image SG may be displayed on the specific display device instead of being displayed on the performance display device EH. Similarly, some or all of the first situation images JG1 to the third situation images JG3 may be displayed on the specific display device.

[0212] - In addition to the ball entry pre-announcement and target illumination effects, there may be special effects whose effects can be customized. The special effects may be effects that can be executed during the target change of the ball entry pre-announcement effect, or effects that can be executed during the execution of a special game different from the target change of the ball entry pre-announcement effect. Furthermore, there may be multiple types of special effects, and the period during which customization is possible may differ depending on the type of effect. In this case, for example, there may be special effects that can be customized throughout the entire game period. Also, for example, there may be special effects that can be customized during the period excluding the period in which the jackpot game is executed. Also, for example, there may be special effects that can be customized during the special period in the above embodiment.

[0213] When the target illumination effect is customized, the customized effect can be reflected in the target illumination effect from the time the special game is started for the first time after the customization. However, a predetermined notification may be made available during the period from when the target illumination effect is customized until the first special game is started. The predetermined notification may be a notification that can identify the period from when the target illumination effect is customized until the customized effect can be reflected in the effect. Alternatively, the predetermined notification may be a notification that can identify the timing at which the customized effect can be reflected in the effect.

[0214] The notification means that executes the predetermined notification may also be a performance execution means. For example, the predetermined notification may be either a notification that displays an image, a notification that outputs sound, or both. In this case, when the CPU 51 updates the temporary setting information stored in the RWM 53 by inputting an operation signal from the lower button DBT when the remaining game count information is not 0, it is preferable to store the customization information in the RWM 53 and erase the customization information at the time the first variation end command is input. The CPU 51 can determine the period from when the temporary setting information is updated by inputting an operation signal from the lower button DBT when the remaining game count information is not 0 until the first variation end command is input, depending on whether the customization information is stored or not. The CPU 51 may also erase the temporary setting information along with the customization information at the time the first variation end command is input after updating the temporary setting information. The CPU 51 may then control the performance execution means to execute the predetermined notification when the customization information is stored. Furthermore, in the special effects shown in the above modification examples, there may be effects that reflect the customized form of the special effect from the time the special game is first started after the form of the special effect has been customized, similar to the target illumination effect. In addition, a predetermined notification may be made available during the period from when the form of the special effect is customized until the first special game is started.

[0215] In the above example of modification, the power supply to the pachinko machine 10 may be interrupted while the predetermined notification is being executed, and the predetermined notification may not be executed after the power supply is restored. In this case, it is preferable that the customization information be erased at the time the power supply to the pachinko machine 10 is interrupted. Alternatively, the temporary setting information may be erased along with the customization information at the time the power supply to the pachinko machine 10 is interrupted.

[0216] • When a special period occurs in the above embodiment, a special notification that identifies it as a special period may be executed. For example, the special notification may be a notification in which an image is displayed on the performance display device EH that identifies it as a period in which the manner of the target light emission performance can be customized. For example, the special notification may be a notification in which an audio is output from the speaker SP that identifies it as a period in which the manner of the target light emission performance can be customized.

[0217] Each of the control buttons BT, consisting of the upper button UBT, lower button DBT, left button LBT, and right button RBT, may have a built-in light-emitting element. Furthermore, during periods when the mode of the ball entry pre-reading effect can be customized, the light-emitting element built into the upper button UBT may be made to light up. Also, during periods when the mode of the target light-emitting effect can be customized, the light-emitting element built into the lower button DBT may be made to light up. Moreover, during periods when the light-emitting mode of the first light-emitting unit LA1 can be customized, the light-emitting elements built into the left button LBT and the right button RBT may be made to light up. In this case, the light-emitting mode of the light-emitting elements built into each button may be used to indicate the customized content. For example, there may be a first light-emitting mode and a second light-emitting mode of the upper button UBT with different light-emitting colors, where the first light-emitting mode suggests that the ball entry pre-reading information will appear, while the second light-emitting mode suggests that the ball entry pre-reading information will not appear. Furthermore, for example, there may be a first and second illumination mode in which the light-emitting color of the lower button DBT is different, and when the first illumination mode is in effect, it may be suggested that premium information appears at a high rate, while when the second illumination mode is in effect, it may be suggested that premium information appears at a low rate. Also, for example, there may be a first, second, and third illumination mode in which the light-emitting colors of the left button LBT and the right button RBT are different, and when the first illumination mode is in effect, it may be suggested that the brightness information is low. When the second illumination mode is in effect, it may be suggested that the brightness information is medium. When the third illumination mode is in effect, it may be suggested that the brightness information is high.

[0218] When a special game is put on hold, the system may be configured to display a hold image that identifies that a special game is on hold. The hold image may have multiple display modes, and it may be possible to customize the probability of the hold image being displayed in a specific display mode. In this case, the period during which customization is possible may be the entire game period, or it may be the entire game period excluding the period during which a jackpot game is played. Furthermore, the period during which customization is possible may be a special period.

[0219] The pachinko game machine 10 may be equipped with a movable body capable of performing movable effects. It may also be possible to customize the probability of performing the movable effects. In addition to this, or instead, it may be possible to customize whether or not the movable effects can be performed. In this case, the period during which customization is possible may be the entire game period, or it may be the period of the entire game period excluding the period during which the jackpot game is performed. Furthermore, the period during which customization is possible may be a special period.

[0220] The target illumination effect may be an effect that is performed during a specific period while the target change is in progress. For example, the target illumination effect may be an effect that is performed during the period from when the target change starts until when a particular reach effect starts.

[0221] The target illumination effect is an effect in which the decorative lamp LA flashes in a predetermined illumination pattern, but there may be multiple flashing patterns for the decorative lamp LA. For example, there may be a normal flashing pattern in which the decorative lamp LA repeats on → off → on in the first cycle (e.g., every 0.5 seconds), and a high-speed flashing pattern in which it repeats on → off → on in the second cycle (e.g., every 0.1 seconds). The premium illumination pattern may be a flashing pattern that flashes at a constant cycle. Furthermore, when the decorative lamp LA flashes in blue and when it flashes in red, the expected probability of a big win due to the suggested target change should be higher in the case of the high-speed flashing pattern than in the case of the low-speed flashing pattern. In this case, the expected probability of a big win suggested by the target illumination effect should be set in the order of blue low-speed flashing pattern < red low-speed flashing pattern < blue high-speed flashing pattern < red high-speed flashing pattern < rainbow flashing pattern. If the CPU 51 does not execute the target lighting effect based on the premium lighting pattern, it may determine the flashing pattern of the target lighting effect by drawing a predetermined random number based on the target fluctuation pattern that can be identified from the input pre-read command. In this way, even if the decorative lamp LA flashes blue or red when the target lighting effect is executed after the pre-read lighting effect has been executed, the player can understand the probability of a big win in the target fluctuation in more detail than when the pre-read lighting effect was executed, depending on whether the flashing pattern is slow flashing or fast flashing.

[0222] In the above embodiment, the decorative lamp LA is shown to have a greater number of luminous colors in the order of ball entry pre-reading effect < pre-reading light-emitting effect < target light-emitting effect, but this is not limited to this. For example, the system may be configured so that there are more types of effects to be executed in the order of ball entry pre-reading effect < pre-reading light-emitting effect < target light-emitting effect. Furthermore, the system may be configured so that the expected value of a jackpot due to target fluctuations suggested by the type of effect differs. Here, the type of effect is not limited to the luminous colors that the decorative lamp LA can emit, but may also be the type of speed at which the decorative lamp LA flashes. Also, for example, the type of effect may be a predetermined image, assuming that a predetermined image corresponding to each effect is displayed in the effect display device EH when each of the ball entry pre-reading effect, pre-reading light-emitting effect, and target light-emitting effect is executed. In this case, for example, when the ball entry pre-reading effect is executed, one predetermined image may be displayed; when the pre-reading light-emitting effect is executed, one of two predetermined images may be displayed; and when the target light-emitting effect is executed, one of three predetermined images may be displayed.

[0223] Furthermore, the type of effect may be a predetermined type of sound, provided that when each of the effects—the ball entry pre-read effect, the pre-read illumination effect, and the target illumination effect—is executed, the speaker SP outputs a predetermined sound corresponding to each effect. In this case, for example, when the ball entry pre-read effect is executed, one predetermined sound is output; when the pre-read illumination effect is executed, one of two predetermined sounds is output; and when the target illumination effect is executed, one of three predetermined sounds is output.

[0224] When customizing the ball entry pre-announcement effect, the target pre-announcement effect, and the light emission effect of the first light-emitting unit LA1, customization is possible by operating the operation button BT, but is not limited to this. If an operating means other than the operation button BT is provided, some of these effects may be customizable by operating an operating means other than the operation button BT.

[0225] • The expected value for a big win in the above embodiment may also be the expected value for a small win. Alternatively, the expected value for a big win in the above embodiment may be the sum of the expected value for a big win and the expected value for a small win.

[0226] The ball entry pre-announcement animation is designed not to be executed during a big win game, but in addition to this, or as an alternative, it may also be designed not to be executed during a minor win game. The pachinko game machine 10 may be configured such that, when started up with the initialization of the main backup information, an initialization notification that identifies that the machine was started up with the initialization of the main backup information is executed for a predetermined period of time. Furthermore, even while the initialization notification is being executed, the machine may be configured so that the manner of the ball entry pre-reading effect and the illumination manner of the first light-emitting unit LA1 can be customized. On the other hand, while the initialization notification is being executed, the machine may be configured so that the manner of the ball entry pre-reading effect and the illumination manner of the first light-emitting unit LA1 cannot be customized.

[0227] 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. Examples of predetermined errors include magnetic errors, induced magnetic field detection errors, jackpot entry errors, wire break errors, door open 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 entry of a ball into the jackpot is detected. A wire break error is a state in which there is an abnormality in the connection of switches on the circuit board, etc. A door open error is a state in which the mounting frame 11b of the pachinko game machine 10 is open. A payout error is a condition in which a payout-related error occurs on the payout control board (not shown) of the pachinko game machine 10.

[0228] In the above modified example, the system may be configured to allow customization of the ball entry pre-reading effect, the target light emission effect, and the light emission mode of the first light emission unit LA1, even while error notification is being performed for some or all errors. On the other hand, in the above modified example, the system may be configured so that customization of the ball entry pre-reading effect and the light emission mode of the first light emission unit LA1 is not possible while error notification is being performed for some or all errors.

[0229] 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, even during the period when the operation of the pachinko game machine 10 is stopped by the complete function, it may be configured so that the manner of the ball entry pre-reading effect, the manner of the target light-up effect, and the light-up manner of the first light-emitting unit LA1 can be customized. On the other hand, during the period when the operation of the pachinko game machine 10 is stopped by the complete function, it may be configured so that the manner of the ball entry pre-reading effect, the manner of the target light-up effect, and the light-up manner of the first light-emitting unit LA1 cannot be customized.

[0230] 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 player wins a fall-out lottery (a so-called fall-out machine), or a specification that grants a high probability state until a specified number of special 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 specific area (a so-called "V zone") (a so-called V probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a fall-out machine and a V probability variation machine.

[0231] - If a minor prize is won in the special prize draw, a minor prize game (winning game) may be granted after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called minor prize rush) in which the number of times (frequency) minor prizes are won per unit time, or the number of times (frequency) minor prize games are granted per unit time, is increased compared to the normal state.

[0232] 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.

[0233] 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.

[0234] 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 device 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.

[0235] 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.

[0236] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. (i) A gaming machine capable of executing a variable game, in which the player can operate an operating means that can be operated by the player, the machine comprises: a specific ball entry port into which a game ball can be entered; a winning lottery means that performs a winning lottery in accordance with the ball entering the specific ball entry port; a holding means that can hold a variable game in accordance with the ball entering the specific ball entry port; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effect includes a specific pre-announcement effect that indicates the probability of winning a variable game while the variable game is being held, and a predetermined effect that is different from the specific pre-announcement effect and can be executed during the execution of the variable game, and the form of the specific pre-announcement effect and the form of the predetermined effect can be customized, and the specific pre-announcement effect A gaming machine characterized in that, in a situation in which the manner of the performance is customized, there is a specific situation, the specific pre-announcement performance is a performance that can be executed when a variable game is put on hold while the specific situation is in place, and when the specific pre-announcement performance is executed when a variable game is put on hold while the specific situation is in place, and the variable game that is put on hold and is the target of the specific pre-announcement performance is a specific variable game, it is possible to customize the manner of the predetermined performance during a special period which is part or all of the period from when the specific pre-announcement performance is started until the specific variable game is started, and when the manner of the predetermined performance is customized during the special period, it is possible to execute the predetermined performance during the execution of the specific variable game according to the customized manner.

[0237] (b) The gaming machine according to the technical concept in (a), wherein the specific pre-announcement effect is performed over a predetermined period, and for the entire period from the end of the predetermined period until the start of the specific variable game, the specific pre-announcement effect can be newly executed when the variable game is put on hold while the specific situation is in place.

[0238] (h) The aforementioned performance includes a special performance that can be performed during a specific period from when the specific pre-announcement performance is started until the specific variable game is started, and which suggests a different probability of winning in the specific variable game than that of the specific pre-announcement performance, the specific period being part or all of the special period, and there being multiple types of forms for the special performance, and the probability of winning in the specific variable game suggested by the form of the special performance being different, the gaming machine according to the technical concept of (a).

[0239] (ii) The game machine according to the technical concept of (i), wherein the performance includes a special performance that can be performed during a specific period from when the specific pre-announcement performance is started until the specific variable game is started, and which suggests a different probability of winning in the specific variable game than that of the specific pre-announcement performance, the specific period is part or all of the special period, the form of the special performance includes a first form and a second form which has a higher probability of winning than the first form, and the form of the special performance may change from the first form to the second form during the specific period. [Explanation of Symbols]

[0240] 10…Pachinko game machine 12…First start gate 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 BT…Operation buttons EH…Performance display device EP11,EP12,EP21~EP23,EP31~EP34,EP41~EP45…Performance patterns JG1~JG3…Status images LA…Decorative lamps LA1…First light-emitting part LA2…Second light-emitting part SG…Operation images SP…Speaker

Claims

[Claim 1] In a gaming machine capable of running variable games, in which the player can customize the presentation by operating controllable means, A specific ball entry point into which game balls can be inserted, A winning lottery means that conducts a winning lottery in accordance with the entry of a game ball into the aforementioned specific ball entry opening, A holding means that can hold a variable game in response to the entry of a game ball into the specified ball entry opening, A means for executing a performance that can carry out a performance, A performance control means capable of controlling the performance execution means, A predetermined light-emitting means is provided, The aforementioned effects include a specific pre-announcement effect that indicates the probability of winning in a pending variable game, and a predetermined effect that is different from the specific pre-announcement effect and can be executed during the execution of a variable game. During the execution of the aforementioned specific pre-announcement effect, the predetermined light-emitting means will emit light separately from the predetermined effect. The aforementioned predetermined light-emitting means includes a first light-emitting unit and a second light-emitting unit. The mode of the specific pre-announcement effect, the mode of the predetermined effect, and the mode of illumination of the first light-emitting unit can be customized. The aforementioned specific pre-announcement effect is customized in certain situations, and The aforementioned specific pre-announcement effect is an effect that can be executed when the variable game is put on hold while the aforementioned specific situation is in place. When the aforementioned specific circumstances occur and the aforementioned specific pre-announcement effect is executed as a result of the variable game being put on hold, and the variable game that is on hold and is the target of the aforementioned specific pre-announcement effect is designated as a specific variable game, it is possible to customize the manner of the predetermined effect during a special period which is part or all of the period from when the aforementioned specific pre-announcement effect is started until when the aforementioned specific variable game is started. If the manner of the predetermined performance is customized during the special period, the predetermined performance can be performed during the execution of the specific variable game in accordance with the customized manner. During the execution of the aforementioned specific pre-announcement effect, the first light-emitting unit emits light according to a customized light-emitting pattern, and the second light-emitting unit emits light according to a predetermined brightness. The aforementioned performance includes, in addition to the aforementioned specific pre-announcement performance and the aforementioned predetermined performance, a special performance that can be executed during a specific period which is part or all of the aforementioned special period, and which suggests a different probability of winning as the probability of winning in the aforementioned specific variation game than the aforementioned specific pre-announcement performance. There are several types of special effects as described above. The expected probability of winning in the specific variation game, as suggested by the manner of the special effect, The aforementioned gaming machine is capable of executing control related to the complete function, Even during the period in which the control related to the complete function is being executed, the manner of the specific pre-announcement effect and the manner of the predetermined effect can be customized. A gaming machine characterized in that, when the specified pre-announcement effect and the special effect are executed, the light-emitting means that emits light when the specified pre-announcement effect is executed and the light-emitting means that emits light when the special effect is executed are different.