Gaming machine

JP7898185B2Active Publication Date: 2026-07-31NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2023-12-06
Publication Date
2026-07-31

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、遊技に対する興趣の向上を図ることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing amusement of a game.SOLUTION: A performance display device 12 can execute a transition destination determination performance while displaying a specific image G10. The transition destination determination performance can be executed in such a manner that the specific image G10 is displayed during execution of the transition destination determination performance, a special image G20 is displayed after the specific image G10 is displayed, and the specific image G10 is displayed again after the special image G20 is displayed.SELECTED DRAWING: Figure 8
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Description

Technical Field

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

Background Art

[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are some that change the mode of a specific effect to entertain players. For example, in the gaming machine described in Patent Document 1, when an effect button is operated during the variation of an effect symbol, the effect mode is switched, and the type of image displayed as a preview at the time of mode switching can be changed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in such a gaming machine, when changing the mode of a specific effect, it is desired to further improve the interest in the game by making more elaborate efforts.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems includes display means capable of displaying an image and display control means for controlling the display means. The display means is capable of executing a specific effect by displaying a specific image. The specific effect is An effect that is performed on a variable game,It is possible to perform the following actions: during the execution of the specific performance, the specific image is displayed; after the specific image is displayed, a special image is displayed in a predetermined display mode; after the special image is displayed, the specific image is displayed again; and after the specific image is displayed, the special image is displayed in a display mode different from the predetermined display mode. The display modes of the special image include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, the fourth display mode being a display mode that suggests a greater advantage for the player than the third display mode, and after the special image is displayed in the first display mode as the predetermined display mode, when the special image is displayed again, it may be displayed in the second display mode or in the fourth display mode, and may not be displayed in the third display mode. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a perspective view showing a pachinko game machine. [Figure 2] Figure 2 is a front view showing the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4 is an explanatory diagram showing the presentation patterns for the transition destination determination sequence. [Figure 5] Figures 5(a) to 5(h) are schematic diagrams illustrating the transition destination determination process. [Figure 6] Figures 6(a) to 6(d) are schematic diagrams illustrating the transition destination determination process. [Figure 7] Figures 7(a) and 7(b) are schematic diagrams showing the effect images. [Figure 8] Figures 8(a) to 8(g) are schematic diagrams illustrating specific examples of how the transition destination determination process is executed. [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, as a gaming machine, comprises a frame 11. The frame 11 includes an installation frame 11a for fixing the pachinko game machine 10 to island equipment such as a gaming parlor, and a mounting frame 11b for mounting various gaming components. The mounting frame 11b is pivotally supported on one side edge of the opening of the installation frame 11a so as to be openable and closable relative to the installation frame 11a. The pachinko game machine 10 is equipped with a locking device 11c that locks the mounting frame 11b to prevent it from being opened. The locking device 11c is configured to be unlocked by inserting a key that fits the locking device 11c and rotating it in a predetermined direction, thereby allowing the mounting frame 11b to be opened.

[0009] The pachinko game machine 10 is equipped with a launch handle HD which is operated by the player when launching the game balls. The pachinko game machine 10 is equipped with a speaker Sp which outputs sound. The speaker Sp can perform various notifications (hereinafter referred to as "sound notifications") and various effects (hereinafter referred to as "sound effects") by outputting sound such as music and sound effects. The pachinko game machine 10 is equipped with a decorative lamp La which has a light-emitting element (not shown). The decorative lamp La can perform various notifications (hereinafter referred to as "light-emitting notifications") and various effects (hereinafter referred to as "light-emitting effects") by turning the light-emitting element on, flashing, and turning it off.

[0010] The pachinko game machine 10 is equipped with a performance button D1 as an example of an operating means capable of performing predetermined operations. In this embodiment, the performance button D1 is a button-type means configured to enable pressing operations. The performance button D1 is not limited to a button type; it may also be a touch sensor type, or a predetermined display device may be configured to function as a touch panel type means.

[0011] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, through which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB has an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is assembled to the opening window YBb.

[0012] As shown in Figure 2, the pachinko game machine 10 includes a performance display device 12 having an image display unit GH capable of displaying images. The performance display device 12 is assembled to the game board YB such that, when viewed from the front, the image display unit GH is visible through the opening window YBb (center frame W) of the game board YB. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The performance display device 12 can perform various notifications (hereinafter referred to as display notifications) and various performances (hereinafter referred to as display performances) by displaying various images. In this embodiment, the performance display device 12 corresponds to a display means capable of displaying images.

[0013] The pachinko game machine 10 is equipped with an information display device 13 capable of displaying predetermined information. The information display device 13 is installed on the game board YB in a position visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variation game, which is an example of a variation game in which symbols are varied, and ultimately displays the first special symbol in a confirmed stop display. The information display device 13 also includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variation game, which is an example of a variation game in which symbols are varied, and ultimately displays the second special symbol in a confirmed stop display. The first special symbol and the second special symbol are symbols used to notify the results of the special winning lottery, which will be described later.

[0014] In the following explanation, the special winning draw for the first special symbol will be abbreviated as "first special winning draw," and the special winning draw for the second special symbol will be abbreviated as "second special winning draw." Similarly, the variable game for the first special symbol will be abbreviated as "first special game," and the variable game for the second special symbol will be abbreviated as "second special game." Furthermore, the first special game and the second special game are collectively referred to as "special game." In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which the symbol is definitively stopped and the type of displayed symbol does not change. With respect to symbols, "confirmed stop display" and "derivation" have the same meaning.

[0015] The special symbols that can be displayed in the first special symbol display unit 13a and the second special symbol display unit 13b include a jackpot symbol as a result of a jackpot and a losing symbol as a result of a loss. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a jackpot is won in the special jackpot lottery, a jackpot symbol is displayed in the special game, and a jackpot game occurs after the special game ends. The jackpot game will be described in more detail later. On the other hand, if a jackpot is not won in the special jackpot lottery, a losing symbol is displayed in the special game. That is, in the first special symbol display unit 13a and the second special symbol display unit 13b of this embodiment, a special game can be executed by changing and stopping the special symbols based on the result of the special jackpot lottery.

[0016] The information display device 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of times of the first special game whose execution is on hold because the hold condition is satisfied but the start condition is not yet satisfied. In the following description, the number of times of the first special game on hold is referred to as the "first special hold count". In this embodiment, the maximum value of the first special hold count is "4". The information display device 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of times of the second special game whose execution is on hold because the hold condition is satisfied but the start condition is not yet satisfied. In the following description, the number of times of the second special game on hold is referred to as the "second special hold count". In this embodiment, the maximum value of the second special hold count is "4".

[0017] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is capable of executing a normal symbol variation game in which a predetermined symbol is variably displayed and finally the normal symbol is fixedly stopped and displayed. The normal symbol is a symbol for notifying the result of a normal lottery described later. In the following description, the normal symbol variation game is abbreviated as the "normal game". The normal symbols that can be derived on the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when winning in the normal lottery, the normal winning symbol is derived in the normal game, and a normal winning game occurs after the end of the normal game.

[0018] The information display device 13 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of times of the normal game whose execution is on hold because the hold condition is satisfied but the start condition is not yet satisfied. In the following description, the number of times of the normal game on hold is referred to as the "normal hold count". In this embodiment, the maximum value of the normal hold count is "1". Note that each display unit in the information display device 13 does not necessarily need to be provided on one display device and may be provided in different parts. Further, the information display device 13 may include a right hit display unit that displays information indicating so-called "right hitting" and a round display unit that notifies the upper limit number of times of a round game described later.

[0019] On the game board YB, a plurality of winning holes into which game balls can enter are formed. The plurality of winning holes open into the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, and a big winning hole 17. The plurality of winning holes may include winning holes different from these winning holes.

[0020] The first start winning hole 14 is a winning hole for entering a game ball to satisfy the condition for awarding prize balls and the condition for holding the first special game. As an example, the first start winning hole 14 is below the effect display device 12. The first start winning hole 14 is always open so that a game ball can enter. The pachinko game machine 10 includes a first start winning sensor SE1 for detecting a game ball that has entered the first start winning hole 14 (see FIG. 3). In the present embodiment, when a game ball is detected by the first start winning sensor SE1, the condition for holding the first special game can be satisfied, and the condition for paying out a predetermined number of prize balls is satisfied.

[0021] The second start winning hole 15 is a winning hole for entering a game ball to satisfy the condition for awarding prize balls and the condition for holding the second special game. As an example, the second start winning hole 15 is in the lower right of the effect display device 12. The pachinko game machine 10 includes a second start winning sensor SE2 for detecting a game ball that has entered the second start winning hole 15 (see FIG. 3). In the present embodiment, when a game ball is detected by the second start winning sensor SE2, the condition for holding the second special game can be satisfied, and the condition for paying out a predetermined number of prize balls is satisfied.

[0022] The pachinko game machine 10 includes a normal movable piece 16 that can take a first operating state in which a game ball cannot enter the second start winning hole 15 and a second operating state in which a game ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state and operates to the second operating state when a normal winning game occurs. That is, when a normal winning game occurs, the second start winning hole 15 can allow a game ball to enter. The game board YB includes a first solenoid SL1 as means for operating the normal movable piece 16 (see FIG. 3).

[0023] The large prize slot 17 is a prize slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. For example, the large prize slot 17 is located to the lower right of the performance display device 12 and to the upper right of the second start prize slot 15. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that have entered the large prize slot 17 (see Figure 3). Specifically, in this embodiment, when a game ball is detected by the count sensor SE3, the conditions for dispensing a predetermined number of prize balls are met.

[0024] The pachinko game machine 10 is equipped with a special opening / closing piece 18 that can take on an open state in which the large prize opening 17 is opened to allow game balls to enter, and a closed state in which the large prize opening 17 is closed to prevent game balls from entering. For example, the special opening / closing piece 18 may be a door-shaped member that opens and closes the large prize opening 17. The special opening / closing piece 18 is normally in a closed state and operates to an open state when a special winning game occurs. That is, when a special winning game occurs, the large prize opening 17 is opened so that game balls can be entered. The game board YB is equipped with a second solenoid SL2 as a means for operating the special opening / closing piece 18 (see Figure 3). In this embodiment, in a winning game, the large prize opening 17 is opened, and the conditions for awarding prize balls are met when game balls that have entered the large prize opening 17 are detected by the count sensor SE3. In other words, in this embodiment, it is possible to win game balls as prize balls during a jackpot game.

[0025] The game board YB is equipped with a gate 25. For example, the gate 25 is located above the large prize winning opening 17. The gate 25 is open so that game balls can always be entered (passed through). The pachinko game machine 10 is equipped with a gate sensor SE4 that detects game balls that have entered the gate 25 (see Figure 3). The gate 25 is a ball entry opening that allows game balls to enter in order to fulfill the conditions for starting a normal game. The conditions for awarding prize balls are not met even if game balls enter the gate 25.

[0026] Next, the path through which the game balls flow down in this embodiment will be described. The pachinko game machine 10 configured as described above has multiple paths for the game balls to flow down in the game area YBa, depending on the launch intensity of the game balls. The paths through which the game balls flow can also be understood as the areas through which the game balls flow. The multiple paths include a first path that flows down the left side of the center frame W (performance display device 12) and a second path that flows down the right side of the center frame W (performance display device 12). The first and second paths may overlap in part, or they may not overlap at all. In the following description, the area located to the left of the center line that divides the game area YBa into two equal parts when the game board YB is viewed from the front is referred to as the left-side area, and the area located to the right of the center line is referred to as the right-side area. That is, in this embodiment, the path that flows down the left-side area is the first path, and the path that flows down the right-side area is the second path.

[0027] The player can adjust the launch strength of the game ball by operating the launch handle HD, allowing them to launch the game ball into either the left or right area. The first starting prize opening 14 is located on the first path (left area). Therefore, if the launch strength is adjusted to be weak and the game ball is launched, the game ball is more likely to flow down the left area and enter the first starting prize opening 14. On the second path (right area), the gate 25, the large prize opening 17, and the second starting prize opening 15 are located in order from upstream. Therefore, if the launch strength is adjusted to be strong and the game ball is launched, the game ball is more likely to flow down the right area and enter the second starting prize opening 15, the large prize opening 17, or the gate 25.

[0028] In the following explanation, shooting the game ball towards the left side of the field may be referred to as "left-handed shooting." Similarly, shooting the game ball towards the right side of the field may be referred to as "right-handed shooting."

[0029] Next, we will explain the game state of the pachinko machine 10. The pachinko game machine 10 of this embodiment includes a non-time-saving state and a time-saving state as multiple game states with different degrees of advantage for the player. In this embodiment, the non-time-saving state and the time-saving state are game states in which the average fluctuation time of the special game is different. Specifically, the time-saving state of this embodiment is a state in which the average fluctuation time of the special game is shorter compared to the non-time-saving state. Also, in this embodiment, the non-time-saving state and the time-saving state are game states in which the probability of the game ball entering the second starting prize entry opening 15 is different. Specifically, the time-saving state of this embodiment is a state in which the probability of the game ball entering the second starting prize entry opening 15 is higher compared to the non-time-saving state. In other words, in this embodiment, the time-saving state is a state of improved ball entry rate in which the rate of game balls entering the second starting prize entry opening 15 is improved compared to the non-time-saving state.

[0030] For example, the rate at which game balls enter the second starting prize entry point 15 can be improved by performing one of the three controls described below, either by selecting one arbitrarily or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, which shortens the variation time of the normal game. The second control is a control that changes the probability of winning a normal win in the normal lottery (normal win probability) to a high probability, which is a control that changes the probability of winning a normal win (normal win probability) to a high probability. The third control is an operation time extension control that increases the total operation time during which the normal movable piece 16 operates to the second operation state in one normal win game. The operation time extension control should be at least one of the following: a control that increases the number of times the normal movable piece 16 operates to the second operation state in one normal win game, and a control that increases the operation time of one operation when the normal movable piece 16 operates to the second operation state in a normal win game.

[0031] In particular, in this embodiment, when the game is not in a time-saving state, the operating time during which the normal movable piece 16 operates to the second operating state in a single normal winning game is short enough that the game ball cannot substantially enter the second starting prize entry opening 15. For this reason, in this embodiment, when the game is not in a time-saving state, it is more advantageous for the player to shoot the game ball to the left side area than to shoot it to the right side area. In other words, the non-time-saving state is a game state in which shooting to the left is recommended.

[0032] On the other hand, in this embodiment, when the time-saving state is active, the operating time during which the normally movable piece 16 operates to the second operating state in one normal winning game is long enough for the game ball to enter the second starting prize entry opening 15 sufficiently. For this reason, in this embodiment, when the time-saving state is active, it is more advantageous for the player to shoot the game ball towards the right side than to shoot it towards the left side. In other words, the time-saving state is a game state in which shooting to the right is recommended.

[0033] Next, we will explain the concept of a jackpot in the pachinko game machine 10. The pachinko game machine 10 of this embodiment 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 the pachinko game machine 10, a jackpot game is assigned according to the type of jackpot symbol (type of jackpot).

[0034] 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 the 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 17 is opened. Each round of games ends when a predetermined maximum number of game balls enter or when a predetermined maximum time has elapsed. In the round of games, the large prize slot 17 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 the jackpot game. The jackpot game ends as the ending time elapses.

[0035] In the pachinko game machine 10 of this embodiment, after the end of a jackpot game, the machine is controlled to a time-saving state until a predetermined number of special games (100 times in this embodiment) are completed, or until the next jackpot game is awarded.

[0036] Next, we will explain the symbol variation game performed in the pachinko game machine 10. In this embodiment, the performance display device 12 can execute a performance pattern variation game that displays performance patterns in multiple rows and ultimately derives a combination of performance patterns. In the following description, the performance pattern variation game will be abbreviated as "performance game". Also, in the following description, the special game and the performance game may be collectively referred to as "variation game". Performance patterns are decorative patterns (decorative patterns) that are decorated with characters, patterns, etc., and are used to diversify the display performance. In this embodiment, the performance game is performed by displaying the first, second, and third rows of patterns in a predetermined direction (scrolling display).

[0037] The performance game begins with the start of the special game and ends with the end of the special game. In addition, a reach performance may be executed during the performance game. A reach performance is an effect that is executed when the same performance symbol is temporarily stopped (hereinafter referred to as "temporarily stopped display") in one of several specific rows of symbols, while the performance symbol continues to change in other rows of symbols. In this embodiment, the specific rows of symbols are the first row and the third row.

[0038] Specifically, in the performance game, after the performance symbols in each of the first to third rows of symbols are temporarily stopped and displayed (hereinafter referred to as "temporary stop display"), the performance symbols that were temporarily stopped in each row of symbols are then displayed as confirmed stops, thereby deriving the combination of performance symbols. In the performance game, the combination of performance symbols corresponding to the special symbols derived in the special game is derived. Specifically, if a winning symbol (winning result) is derived in the special game, the performance game derives the winning symbol combination based on the performance symbols. Also, if a losing symbol (losing result) is derived in the special game, the performance game derives the losing symbol combination based on the performance symbols. Losing symbol combinations include losing reach symbol combinations where the performance symbols in a specific row of symbols are the same performance symbol, and normal losing symbol combinations where the performance symbols in a specific row of symbols are different performance symbols.

[0039] Next, the electrical configuration of the pachinko game machine 10 will be explained. As shown in Figure 3, the pachinko game machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals, such as control commands, which are an example of control information, according to the results of these processes. The pachinko game machine 10 also includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected in such a way that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs predetermined processes based on the control signals input from the main control board 40.

[0040] The main control board 40 will be explained in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a memory unit. The main control CPU 41a executes various processes by running a program for main control. The memory unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but not written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.

[0041] The main control ROM 41b stores judgment values ​​and tables used for various judgments and lotteries. The main control ROM 41b stores multiple types of variation patterns. A variation pattern is variation information that can identify the content of a variation game. In particular, in this embodiment, a variation pattern is information that can identify the variation time from the start to the end of a special game. A variation pattern may also be information that can identify the content of the performances performed during the execution of a special game. For example, the variation patterns in this embodiment include a variation pattern for a big win and a variation pattern for a loss. In addition, in this embodiment, the variation patterns for a loss include a variation pattern for a losing reach that can identify performance content including a reach performance as the performance content during the execution of a special game, and a variation pattern for a normal loss that can identify performance content that does not include a reach performance.

[0042] The main control RAM 41c stores various information that is rewritten according to the results of processing by the main control CPU 41a. In this embodiment, the main control RAM 41c corresponds to a storage means that stores various information related to the game. For example, the information stored in the main control RAM 41c may include flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main control CPU 41a. Note that the main control CPU 41a, main control ROM 41b, and main control RAM 41c are not limited to being configured as a single chip in the microprocessor 41, but may be configured as separate components.

[0043] The main control CPU 41a is connected to the first start prize sensor SE1, the second start prize sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 41a is configured to accept detection signals output by each sensor when it detects a game ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to control the display content of the information display device 13.

[0044] The main control CPU 41a is connected to the first solenoid SL1 and the second solenoid SL2. The main control CPU 41a is configured to control the operation of the normally movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to control the operation of the special opening / closing piece 18 by controlling the second solenoid SL2.

[0045] Next, the sub-control board 50 will be described in detail. The sub-control board 50 comprises a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a performs various processing related to the performance by executing a sub-control program. The sub-control ROM 50b stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-control ROM 50b also stores display performance data used for display performances, light emission performance data used for light emission performances, and sound performance data used for sound performances.

[0046] The sub-control RAM 50c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-control RAM 50c includes flags, counters, and timers. In this embodiment, the sub-control board 50 is also configured to generate software random numbers through random number generation processing by the sub-control CPU 50a. The sub-control board 50 may also include a random number generation circuit and be capable of generating hardware random numbers.

[0047] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to control the display content of the performance display device 12. That is, in this embodiment, the sub-control CPU 50a functions as a display control means for controlling the display means. The sub-control CPU 50a is connected to the decorative lamp La. The sub-control CPU 50a is configured to control the light emission mode of the decorative lamp La. The sub-control CPU 50a is connected to the speaker Sp. The sub-control CPU 50a is configured to control the output mode of the speaker Sp. The sub-control CPU 50a is connected to the performance button D1. The sub-control CPU 50a is configured to receive an operation signal (on signal) to be output when the performance button D1 is operated.

[0048] Next, we will explain the various processes (controls) performed in the pachinko game machine 10. First, let's explain the special symbol input process. In the special symbol input process, the main control CPU 41a determines whether a game ball has entered the first starting prize slot 14. At this time, the main control CPU 41a determines that a game ball has entered the first starting prize slot 14 by receiving a detection signal from the first starting prize sensor SE1. If a game ball has entered the first starting prize slot 14, the main control CPU 41a determines whether the number of first special reserved balls stored in the main control RAM 41c is less than the upper limit (4 in this embodiment). If the number of first special reserved balls is less than the upper limit, the main control CPU 41a updates the number of first special reserved balls stored in the main control RAM 41c by adding 1. At this time, the main control CPU 41a controls the information display device 13 to display the updated number of first special reserved balls. In this embodiment, when the number of first special reserved balls is less than the upper limit, a game ball enters the first start prize entry opening 14, and the entered game ball is detected by the first start prize entry sensor SE1, thereby fulfilling the reservation condition for the first special game. At this time, the main control CPU 41a generates a first reserved ball command that can identify the number of first special reserved balls stored in the main control RAM 41c and sets it in the output buffer. In this embodiment, the command set in the output buffer is output to the sub-control CPU 50a in a predetermined output process.

[0049] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers may be winning random numbers, jackpot symbol random numbers, variation pattern random numbers, etc. At this time, the main control CPU 41a stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. In this embodiment, by storing the random number information for the first special game in the main control RAM 41c, the execution of the first special game can be suspended until the start conditions for the first special game are met. That is, in this embodiment, by the main control CPU 41a storing the random number information for the first special game in the main control RAM 41c, the execution of the first special game can be suspended when the suspension conditions for the first special game are met.

[0050] Furthermore, if no game balls have entered the first starting prize slot 14, and if the number of first special reserved balls is not less than the upper limit, the main control CPU 41a determines whether a game ball has entered the second starting prize slot 15. At this time, the main control CPU 41a determines that a game ball has entered the second starting prize slot 15 by receiving a detection signal from the second starting prize sensor SE2. If no game balls have entered the second starting prize slot 15, the main control CPU 41a terminates the special symbol input process. On the other hand, if a game ball has entered the second starting prize slot 15, the main control CPU 41a determines whether the number of second special reserved balls stored in the main control RAM 41c is less than the upper limit (4 in this embodiment). If the number of second special reserved balls is not less than the upper limit, the main control CPU 41a terminates the special symbol input process. On the other hand, if the number of second special reserved balls is less than the upper limit, the main control CPU 41a updates the number of second special reserved balls stored in the main control RAM 41c by adding 1. At this time, the main control CPU 41a controls the information display device 13 to display the updated number of second special reserved balls. Thus, in this embodiment, when the number of second special reserved balls is less than the upper limit, a game ball enters the second start prize entry opening 15, and the entered game ball is detected by the second start prize entry sensor SE2, thereby fulfilling the reservation condition for the second special game. At this time, the main control CPU 41a generates a second reserved ball command that can specify the number of second special reserved balls stored in the main control RAM 41c and sets it in the output buffer.

[0051] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. At this time, the main control CPU 41a stores the random number information in such a way that it is possible to identify that it is random number information for the second special game and that the storage order of the random number information can be identified. In this embodiment, by storing the random number information for the second special game in the main control RAM 41c, the execution of the second special game can be suspended until the start conditions for the second special game are met. That is, in this embodiment, by storing the random number information for the second special game in the main control RAM 41c, the execution of the second special game can be suspended when the suspension conditions for the second special game are met. After that, the main control CPU 41a terminates the special symbol input process.

[0052] Next, we will explain the process for initiating the special pattern. In the special symbol start process, the main control CPU 41a determines whether the conditions for starting a special game are met. The main control CPU 41a makes a positive determination if it is neither in a jackpot game nor in the execution of a special game, and a negative determination if it is in a jackpot game or in the execution of a special game. If the conditions for starting a special game are not met, the main control CPU 41a terminates the special symbol start process. If the conditions for starting a special game are met, the main control CPU 41a determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the main control CPU 41a determines whether the first special reserve number is greater than zero.

[0053] If the first number of reserved special symbols is zero, the main control CPU 41a determines whether an output flag has been set in a predetermined memory area within the main control RAM 41c. The output flag is information that identifies whether a standby state command, which identifies the standby state, has been output. The standby state is the state when a special game is not being executed, a jackpot game has not been awarded, and no special games are reserved. If the output flag is not set, the main control CPU 41a generates a standby state command and outputs it to the sub-control CPU 50a, and also sets the output flag in the main control RAM 41c. After that, the main control CPU 41a terminates the special symbol start process. On the other hand, if the output flag is set, the main control CPU 41a terminates the special symbol start process without generating a new standby state command. In the following description, the period when the system is not in the standby state is referred to as the "game period". In other words, in this embodiment, the game period is the period during which a special game is being executed or a jackpot game is being executed.

[0054] If the first special reserve number is greater than zero, the main control CPU 41a performs a process to execute the first special game. Specifically, the main control CPU 41a decrements the first special reserve number by 1 and updates it. The main control CPU 41a controls the first special reserve display unit 13c to display information that allows for the identification of the updated first special reserve number. At this time, the main control CPU 41a also generates a first reserve number command that allows for the identification of the first special reserve number stored in the main control RAM 41c and sets it in the output buffer. Furthermore, if an output flag is set in the main control RAM 41c, the main control CPU 41a erases the output flag.

[0055] Next, the main control CPU 41a retrieves the first stored random number information for the first special game from the main control RAM 41c. Subsequently, the main control CPU 41a uses the winning random number identified from the retrieved random number information to perform a win lottery (win determination) to determine whether or not to award a win. As described above, all wins in this embodiment are jackpots. Therefore, in this embodiment, the win lottery can be understood as a jackpot lottery to determine whether or not to award a jackpot.

[0056] If a jackpot is won, the main control CPU 41a performs the jackpot variation process. In the jackpot variation process, the main control CPU 41a uses a random number that can be determined from the random number information to draw jackpot symbols and determines the jackpot symbols to be derived in the first special game. The main control CPU 41a also uses a random number that can be determined from the random number information to draw a variation pattern and determines the variation pattern for the jackpot. After that, the main control CPU 41a terminates the special symbol start process.

[0057] If a jackpot is not won, the main control CPU 41a performs a losing spin process. In the losing spin process, the main control CPU 41a determines the losing symbols to be derived in the first special game. The main control CPU 41a also performs a spin pattern determination lottery using random numbers that can be identified from the random number information to determine the spin pattern for losing. After that, the main control CPU 41a terminates the special symbol start process.

[0058] If the second special reserve number is greater than zero, the main control CPU 41a performs processing to execute the second special game. The processing to execute the second special game is the same as the processing 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, the main control CPU 41a subtracts the second special reserve number, generates the second reserve number command, performs a jackpot lottery, and performs one of the variation processes based on the result of the jackpot lottery, and then terminates the special symbol start processing.

[0059] The main control CPU 41a outputs a spin start command and a special symbol command to the sub-control CPU 50a during the jackpot spin processing and the loss spin processing. The spin start command is a control command that can identify the spin pattern determined in each spin processing and the start of a special game (performance game). The special symbol command is a control command that can identify 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 of the first special game is executed and when the spin processing of the second special game is executed.

[0060] When the special symbol start process is completed, the main control CPU 41a executes the first special game or the second special game through a process separate from the special symbol start process. That is, in the pachinko game machine 10 of this embodiment, when the conditions for starting a special game are met, the main control CPU 41a performs the following processing to start any pending special games.

[0061] Specifically, when the main control CPU 41a executes the first special game, it controls the first special symbol display unit 13a to start displaying a predetermined symbol variation. The main control CPU 41a measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 41a controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time defined in the variation pattern has elapsed, the main control CPU 41a outputs a control command (hereinafter referred to as a variation end command) that can identify the end of the special game (performance game) to the sub-control CPU 50a.

[0062] Meanwhile, when the main control CPU 41a executes the second special game, it controls the second special symbol display unit 13b to start displaying a predetermined symbol variation. The main control CPU 41a measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 41a controls the second special symbol display unit 13b 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 main control CPU 41a outputs a variation end command to the sub-control CPU 50a.

[0063] Through the processing described above, the pachinko game machine 10 of this embodiment can start a pending variable game when the start condition is met. Next, we will explain the processing of jackpot wins.

[0064] The jackpot game processing is the process for granting a jackpot game. When the main control CPU 41a 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 main control CPU 41a identifies the type of jackpot game. The main control CPU 41a then grants the identified type of jackpot game.

[0065] First, the main control CPU 41a outputs a control command (hereinafter referred to as the opening command) that can identify the start of the opening time to the sub-control CPU 50a. Once the opening time has elapsed, the main control CPU 41a performs processing to execute a round game. That is, the main control CPU 41a controls the second solenoid SL2 using the identified opening control data for the jackpot game to open the jackpot opening 17. 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 main control CPU 41a controls the second solenoid SL2 to close the jackpot opening 17, thereby ending the round game. The main control CPU 41a 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 main control CPU 41a outputs a control command (hereinafter referred to as the round command) that can identify the start of the round game to the sub-control CPU 50a. When the final round of gameplay ends, the main control CPU 41a outputs a control command (hereinafter referred to as the ending command) to the sub-control CPU 50a that can identify the start of the ending time. When the ending time has elapsed, the main control CPU 41a terminates the jackpot game. The main control CPU 41a may also be configured to output a control command (hereinafter referred to as the ending end command) to the sub-control CPU 50a that can identify the elapsed ending time.

[0066] Next, we will explain the process of transitioning between game states. The main control CPU 41a controls the game to a time-saving state by setting the activation flag stored in the main control RAM 41c to the ON state when a jackpot game ends. Subsequently, each time a special game is started after the jackpot game ends, the main control CPU 41a counts the number of times the special game has been executed since the jackpot game ended by updating the value of the execution counter stored in the main control RAM 41c. When the number of special games executed since the jackpot game ends reaches the activation count, the main control CPU 41a ends the time-saving state by setting the activation flag stored in the main control RAM 41c to the OFF state, thereby controlling the game to a non-time-saving state. In other words, the main control CPU 41a ends the time-saving state and controls the game to a non-time-saving state when the special game that has reached the activation count ends after the jackpot game ends. Furthermore, the main control CPU 41a controls the game to a non-time-saving state by setting the activation flag to the OFF state when a jackpot game begins. In other words, the main control CPU 41a controls the game to be in a non-time-saving state during a jackpot game.

[0067] Then, when the main control CPU 41a changes the game state, it generates a game state command that can identify the current game state and outputs it to the sub-control CPU 50a. In addition to the processes described above, the main control CPU 41a also performs the processes described below. For example, the main control CPU 41a performs processes related to the regular symbols. In the processes related to the regular symbols, the main control CPU 41a performs processes such as inputting the detection signal from the gate sensor SE4, performing a regular lottery to determine whether or not it is a regular win, and starting the regular symbol variation game.

[0068] Next, we will describe the various processes that the sub-control CPU 50a of the sub-control board 50 executes based on the sub-control program. When the sub-control CPU 50a receives a control signal from the main control CPU 41a, it executes various processes according to that control signal.

[0069] First, let's explain the process of changing the symbols used in the game's presentation. In the process of changing the display symbols, when the sub-control CPU 50a receives a special symbol command, it determines the combination of display symbols to be derived in the display game based on the special symbol identified from the special symbol command. If the sub-control CPU 50a identifies a winning special symbol, it determines the winning symbol combination using the display symbols. Also, if the sub-control CPU 50a identifies a losing special symbol, it determines the combination of display symbols to be derived in the display game based on the variation pattern identified from the variation start command.

[0070] For example, if the sub-control CPU 50a identifies a winning symbol, it determines the winning symbol combination using the special effects symbols. Also, if the sub-control CPU 50a identifies a losing symbol and identifies a variation pattern for a losing reach, it determines the losing symbol combination using the special effects symbols. On the other hand, if the sub-control CPU 50a identifies a losing symbol and identifies a variation pattern for a normal loss, it determines the normal loss symbol combination using the special effects symbols.

[0071] Furthermore, when the sub-control CPU 50a receives a variation start command, it determines the effects to be executed during the special game based on the variation pattern identified from the input variation start command. In this embodiment, the determination rate of the effects to be executed during the special game varies depending on the variation pattern identified from the variation start command. The sub-control CPU 50a then controls the effect display device 12, speaker Sp, and decorative lamp La to execute the determined effects. In the following description, the effect display device 12, speaker Sp, and decorative lamp La may be collectively referred to as the "effect device group".

[0072] Subsequently, the sub-control CPU 50a controls the performance display device 12 to terminate the performance game and derive the combination of performance symbols, triggered by the input of a variation termination command. Alternatively, the sub-control CPU 50a may start measuring the variation time when a variation start command is input, and terminate the performance game when the variation time specified for the variation pattern identified from the variation start command has elapsed. In other words, the termination of the performance game may be controlled without outputting a variation termination command from the main control board 40.

[0073] Next, we will explain the control system related to jackpot games. The sub-control CPU 50a controls the animation devices to execute the opening animation during a jackpot game when an opening command is input. The sub-control CPU 50a also controls the animation devices to execute the round animation during a jackpot game when a round command is input. Furthermore, the sub-control CPU 50a controls the animation devices to execute the ending animation during a jackpot game when an ending command is input.

[0074] Next, the performance effects that can be executed in the pachinko game machine 10 of this embodiment will be described along with the control by the sub-control CPU 50a. The pachinko game machine 10 of this embodiment is capable of executing various reach sequences as reach sequences. The reach sequences of this embodiment are sequences that indicate the probability of the currently running spinning game resulting in a jackpot (hereinafter referred to as the jackpot probability). Specifically, the reach sequences of this embodiment include normal reach sequences and super reach sequences. Furthermore, the super reach sequences of this embodiment include super reach sequence A, super reach sequence B, super reach sequence C, super reach sequence D, and special super reach sequence.

[0075] When the sub-control CPU 50a receives a variation start command, it determines whether and what type of reach effect to execute based on the variation pattern specified from the variation start command. Specifically, when the variation pattern specified from the variation start command is an off-normal variation pattern, the sub-control CPU 50a does not determine to execute the reach effect. On the other hand, when the variation pattern specified from the variation start command is a jackpot variation pattern or an off-reach variation pattern, the sub-control CPU 50a determines to execute the reach effect and also determines the type of reach effect to be executed. At this time, the sub-control CPU 50a determines the type of reach effect to be executed at different determination ratios according to the type of the specified variation pattern.

[0076] Specifically, the sub-control CPU 50a determines the type of reach effect to be executed at different determination ratios when it specifies an off-reach variation pattern and when it specifies a jackpot variation pattern. In other words, the sub-control CPU 50a determines the type of reach effect to be executed based on the result of the ongoing variation game. Thereby, in this embodiment, it is possible to vary the jackpot expectation suggested when a predetermined reach effect is executed.

[0077] In this embodiment, the super reach effect has a higher jackpot expectation suggested than the normal reach effect. Also, each super reach effect has a different suggested jackpot expectation. Specifically, in this embodiment, the suggested jackpot expectation increases in the order of super reach effect A < super reach effect B < super reach effect C < super reach effect D < special super reach effect. In particular, when the sub-control CPU 50a specifies an off-reach variation pattern, it does not determine the special super reach effect as the reach effect to be executed, while when it specifies a jackpot variation pattern, it can determine the special super reach effect as the reach effect to be executed. That is, in this embodiment, the special super reach effect is a reach effect for confirmed jackpot.

[0078] In addition, the pachinko gaming machine 10 of the present embodiment is capable of executing a transition destination determination effect that indicates the type of reach effect to be executed. In the transition destination determination effect of the present embodiment, special images corresponding to the types of reach effects are displayed one or more times. That is, in the present embodiment, the transition destination determination effect corresponds to a specific effect that displays special images. And in the transition destination determination effect of the present embodiment, the type of reach effect to be executed after the end of the transition destination determination effect is indicated by the type of the special image displayed last.

[0079] In the present embodiment, there are five types of special images that can be displayed in the transition destination determination effect. In other words, in the present embodiment, there are multiple types of display modes for special images. Specifically, the special images include a first special image that is an image imitating a dog character, a second special image that is an image imitating a pig character, and a third special image that is an image imitating a cat character. Also, the special images include a fourth special image that is an image imitating the characters of a dog, a pig, and a cat, and a fifth special image that includes an image imitating the character string "blessing" in addition to the image imitating the characters of a dog, a pig, and a cat.

[0080] The first special image is a special image corresponding to the super reach effect A. In the present embodiment, the first special image corresponds to the first display mode among the display modes of the special images. The second special image is a special image corresponding to the super reach effect B. In the present embodiment, the second special image corresponds to the second display mode among the display modes of the special images. The third special image is a special image corresponding to the super reach effect C. In the present embodiment, the third special image corresponds to the third display mode among the display modes of the special images. The fourth special image is a special image corresponding to the super reach effect D. In the present embodiment, the fourth special image corresponds to the fourth display mode among the display modes of the special images. The fifth special image is a special image corresponding to the special super reach effect. Therefore, in the present embodiment, it can be said that each special image is a special image with a higher degree of advantage in the order of the first special image < the second special image < the third special image < the fourth special image < the fifth special image.

[0081] As shown in Figure 4, the sub-control ROM 50b of this embodiment stores multiple types of presentation patterns that define the types and order of special images displayed in the transition destination determination presentation. The first presentation pattern is a pattern that specifies that a special image will be displayed once. In the first presentation pattern, the first special image to be displayed is designated as the first special image.

[0082] The second, fourth, and seventh production patterns are production patterns that specify that a special image is displayed twice. For example, in the second production pattern, the first special image is specified as the special image displayed the first time, and the second special image is specified as the special image displayed the second time.

[0083] The third, fifth, eighth, and ninth performance patterns are performance patterns that specify the display of a special image three times. For example, in the third performance pattern, the first special image is specified as the special image displayed the first time, the second special image as the special image displayed the second time, and the third special image as the special image displayed the third time.

[0084] The 6th and 10th performance patterns are performance patterns that specify the display of special images four times. For example, in the 6th performance pattern, the first special image is specified as the first special image to be displayed, the second special image as the second special image to be displayed, the third special image as the third special image to be displayed, and the fourth special image as the fourth special image to be displayed.

[0085] The 11th presentation pattern is a presentation pattern that specifies the display of special images five times. For example, in the 11th presentation pattern, the first special image is specified as the first special image to be displayed, the second special image as the second special image, the third special image as the third special image, the fourth special image as the fourth special image, and the fifth special image as the fifth special image.

[0086] The first presentation pattern indicates that Super Reach Performance A will be executed, as the first special image corresponding to Super Reach Performance A is displayed at the end. In other words, the first presentation pattern is a pattern that can be determined when the execution of Super Reach Performance A has been decided. The second presentation pattern indicates that Super Reach Performance B will be executed, as the second special image corresponding to Super Reach Performance B is displayed at the end. In other words, the second presentation pattern is a pattern that can be determined when the execution of Super Reach Performance B has been decided. The third presentation pattern indicates that Super Reach Performance C will be executed, as the third special image corresponding to Super Reach Performance C is displayed at the end. In other words, the third presentation pattern is a pattern that can be determined when the execution of Super Reach Performance C has been decided.

[0087] The 4th to 6th presentation patterns indicate that Super Reach Performance D will be executed, as the 4th special image corresponding to Super Reach Performance D is displayed last. In other words, the 4th to 6th presentation patterns are selectable when the execution of Super Reach Performance D has been decided. The 7th to 11th presentation patterns indicate that a Special Super Reach Performance will be executed, as the 5th special image corresponding to a Special Super Reach Performance is displayed last. In other words, the 7th to 11th presentation patterns are selectable when the execution of a Special Super Reach Performance has been decided.

[0088] According to this presentation pattern, when a special image is displayed for the first time in the transition destination determination presentation, the first special image is displayed. Also, according to this presentation pattern, when a special image is displayed multiple times in the transition destination determination presentation, the type of special image displayed may differ depending on whether it is displayed first or later. In other words, the display manner of the special image may change in the transition destination determination presentation. For example, in this embodiment, in one transition destination determination presentation, after the first special image is displayed, when a special image is displayed next, the second special image may be displayed, the fourth special image may be displayed, or the fifth special image may be displayed, while the first and second special images are not displayed. In one transition destination determination presentation, after the second special image is displayed, when a special image is displayed next, the third special image may be displayed, the fourth special image may be displayed, or the fifth special image may be displayed, while the first and second special images are not displayed. In a single transition destination selection sequence, after the third special image is displayed, the next time a special image is displayed, the fourth special image may be displayed, while the first, second, third, and fifth special images will not be displayed. In a single transition destination selection sequence, after the fourth special image is displayed, the next time a special image is displayed, the fifth special image may be displayed, while the first, second, third, and fourth special images will not be displayed. Furthermore, in a single transition destination selection sequence, after the fifth special image is displayed, no special images will be displayed.

[0089] In this embodiment, the sub-control CPU 50a determines whether or not to execute a reach animation and what type of animation it will be when it receives a command to start a variation, and then determines whether or not to execute a transition destination determination animation and what type of animation it will be based on the determined content. Specifically, if the sub-control CPU 50a decides to execute a super reach animation, it determines whether or not to execute a transition destination determination animation by a predetermined lottery. If it decides to execute a transition destination determination animation, the sub-control CPU 50a determines the animation pattern for the transition destination determination animation. At this time, the sub-control CPU 50a decides on one of the animation patterns that can be determined according to the type of reach animation that has been decided to be executed. For example, if the sub-control CPU 50a decides to execute a super reach animation A, it decides on the first animation pattern as the animation pattern for the transition destination determination animation. Also, for example, if the sub-control CPU 50a decides to execute a special super reach animation, it decides on one of the seventh to eleventh animation patterns as the animation pattern for the transition destination determination animation by a predetermined lottery. Subsequently, the sub-control CPU 50a controls the performance display device 12 to execute the transition destination determination performance according to the performance content defined in the determined performance pattern.

[0090] Using Figures 5 and 6, the presentation methods for determining the transition destination will be explained along with the control by the sub-control CPU 50a. In this embodiment, the sub-control CPU 50a controls the execution of the transition destination determination animation after the combination of symbols for the reach by the performance symbols has been temporarily paused and displayed (Figure 5(a)). In the transition destination determination animation, the sub-control CPU 50a first displays a specific image G10 across the entire image display section GH of the performance display device 12 (Figure 5(b)). That is, in this embodiment, the transition destination determination animation corresponds to a specific animation performed by displaying the specific image G10. As an example, the specific image G10 is an image that mimics the static screen of a cathode ray tube television. In addition, along with the display of the specific image G10, the sub-control CPU 50a displays an operation instruction image G11 that prompts the operation of the performance button D1.

[0091] Subsequently, the sub-control CPU 50a, upon receiving an operation signal indicating that the performance button D1 has been operated, controls the system to hide the specific image G10 and the operation instruction image G11, and to display a special image G20 of the type specified in the performance pattern. Similarly, if a predetermined amount of time has elapsed since the display of the specific image G10 and the operation instruction image G11 without receiving an operation signal indicating that the performance button D1 has been operated, the sub-control CPU 50a controls the system to hide the specific image G10 and the operation instruction image G11, and to display a special image G20 of the type specified in the performance pattern. For example, if this is the first time the special image G20 is displayed, and the performance pattern specifies the first special image G21 as the first special image G20, the sub-control CPU 50a displays the first special image G21 as the special image G20 (Figure 5(c)).

[0092] If the special image G20 displayed in this instance is not the special image G20 designated as the last special image G20 to be displayed in the performance pattern, the sub-control CPU 50a will hide the special image G20 and display the specific image G10 and the operation instruction image G11 after a predetermined amount of time has elapsed since the special image G20 was displayed (Figure 5(b)). Subsequently, the sub-control CPU 50a controls the system to repeatedly display the specific image G10 and the operation instruction image G11, and the special image G20, until the special image G20 designated as the last special image G20 to be displayed in the performance pattern is displayed.

[0093] On the other hand, if the special image G20 displayed this time is the special image G20 designated as the last special image G20 to be displayed in the performance pattern, the sub-control CPU 50a will, after a predetermined amount of time has elapsed since the special image G20 was displayed, display a reach suggestion image G30 that indicates the super reach performance corresponding to the last displayed special image G20. For example, the reach suggestion image G30 is composed of an image that indicates the type of super reach performance and an image that indicates the expected probability of winning a jackpot suggested by the super reach performance. For example, the image that indicates the expected probability of winning a jackpot suggested by the super reach performance is an image that resembles a star.

[0094] For example, if the last special image G20 displayed is the first special image G21 (Figure 5(c)), the sub-control CPU 50a, upon the expiration of a predetermined time since the first special image G21 was displayed, will hide the first special image G21 and display the first reach suggestion image G31, which indicates the super reach performance A (Figure 5(f)). As an example, the first reach suggestion image G31 is an image composed of an image that mimics the string "SP Reach A" and one image that mimics a single-color star.

[0095] If the last special image G20 displayed is the second special image G22 (Figure 5(d)), the sub-control CPU 50a, upon the expiration of a predetermined time since the display of the second special image G22, hides the second special image G22 and displays the second reach suggestion image G32, which indicates the Super Reach performance B (Figure 5(g)). As an example, the second reach suggestion image G32 is an image composed of an image that mimics the string "SP Reach B" and two images that mimic single-color stars.

[0096] If the last special image G20 displayed is the third special image G23 (Figure 5(e)), the sub-control CPU 50a, upon the expiration of a predetermined time since the display of the third special image G23, hides the third special image G23 and displays the third reach suggestion image G33, which indicates the super reach performance C (Figure 5(h)). As an example, the third reach suggestion image G33 is an image composed of an image that mimics the string "SP Reach C" and three images that mimic single-color stars.

[0097] If the last special image G20 displayed is the fourth special image G24 (Figure 6(a)), the sub-control CPU 50a, upon the expiration of a predetermined time since the display of the fourth special image G24, hides the fourth special image G24 and displays the fourth reach suggestion image G34, which indicates the super reach performance D (Figure 6(b)). As an example, the fourth reach suggestion image G34 is an image composed of an image that mimics the string "SP Reach D" and five images that mimic single-color stars.

[0098] If the last special image G20 displayed is the fifth special image G25 (Figure 6(c)), the sub-control CPU 50a, upon the expiration of a predetermined time since the display of the fifth special image G25, hides the fifth special image G25 and displays the fifth reach suggestion image G35, which indicates a special super reach (Figure 6(d)). As an example, the fifth reach suggestion image G35 is an image composed of an image that mimics the text "Special SP Reach" and five images that mimic rainbow-colored stars.

[0099] Subsequently, the sub-control CPU 50a terminates the transition destination determination animation and controls the start of the reach animation that has been determined to be executed. Furthermore, in the transition destination determination sequence of this embodiment, an effect image can be displayed that suggests the type of reach sequence to be executed after the transition destination determination sequence ends. In this embodiment, the effect image corresponds to advantage information indicating the degree of advantage for the player. That is, in this embodiment, the transition destination determination sequence may present advantage information indicating the degree of advantage for the player.

[0100] In this embodiment, there are five types of effect images that can be displayed in the transition destination determination sequence. Specifically, the effect images include a first effect image that suggests that a reach sequence of Super Reach Sequence A or higher will be executed, a second effect image that suggests that a reach sequence of Super Reach Sequence B or higher will be executed, and a third effect image that suggests that a reach sequence of Super Reach Sequence C or higher will be executed. In addition, the effect images include a fourth effect image that suggests that a reach sequence of Super Reach Sequence D or higher will be executed, and a fifth effect image that suggests that a special Super Reach Sequence will be executed. Note that the execution of a reach sequence of a predetermined level or higher means that either a predetermined reach sequence or a reach sequence that suggests a higher probability of winning than the predetermined reach sequence will be executed. For this reason, in this embodiment, the effect images can be said to be in the order of increasing advantage: first effect image < second effect image < third effect image < fourth effect image < fifth effect image.

[0101] The first effect image is displayed when the first special image is displayed during the transition destination determination sequence. Similarly, the second effect image is displayed when the second special image is displayed, the third effect image is displayed when the third special image is displayed, the fourth effect image is displayed when the fourth special image is displayed, and the fifth effect image is displayed when the fifth special image is displayed.

[0102] Here, we will explain the display methods of the effect images. As shown in Figure 4, the third special image may be displayed when the special image is displayed for the third time in a single transition destination determination sequence. Therefore, the third effect image may be displayed when the number of times the special image has been displayed in a single transition destination determination sequence reaches a specific number. On the other hand, the fourth special image may be displayed when the special image is displayed for the second time in a single transition destination determination sequence, and also when the special image is displayed for the fourth time. Therefore, the fourth effect image may be displayed when the number of times the special image has been displayed in a single transition destination determination sequence reaches a first number, which is less than the specific number, and when the number of times the special image has been displayed reaches a second number, which is more than the specific number. In this embodiment, the third effect image corresponds to the first favorability information, and the fourth effect image corresponds to the second favorability information.

[0103] The third special image may be displayed if the second special image is displayed before the third special image in a single transition destination determination sequence. Therefore, the third effect image can be displayed if the second effect image is displayed before the third effect image in a single transition destination determination sequence. In this embodiment, the second effect image corresponds to special advantage information.

[0104] The fourth special image can be displayed even if the second and third special images have not been displayed before the fourth special image in a single transition destination determination sequence. Therefore, the fourth effect image can be displayed even if the second and third effect images have not been displayed before the fourth effect image in a single transition destination determination sequence. In this embodiment, the second and third effect images correspond to specific advantage information.

[0105] Furthermore, in a single transition destination determination sequence, once the fifth special image is displayed, no other special image will be displayed. Therefore, in a single transition destination determination sequence, once the fifth effect image is displayed, no effect image with a lower advantage than the fifth effect image will be presented.

[0106] As shown in Figure 7, the sub-control CPU 50a controls the display of the effect image G40 in conjunction with the display of the special image G20 during the transition destination determination sequence. In this embodiment, the effect image G40 is a rectangular frame-shaped image displayed on the periphery of the image display section GH of the performance display device 12.

[0107] As shown in Figure 7(a), when the sub-control CPU 50a displays the first special image G21 in the transition destination determination sequence, it displays the first effect image G41 as the effect image G40. Although not shown in the figure, the sub-control CPU 50a also displays the second effect image when the second special image is to be displayed, the third effect image when the third special image is to be displayed, the fourth effect image when the fourth special image is to be displayed, and the fifth effect image when the fifth special image is to be displayed.

[0108] Furthermore, as shown in Figure 7(b), when the sub-control CPU 50a displays the effect image G40 in conjunction with the display of the special image G20, it continues to display the effect image G40 even when the special image G20 is subsequently hidden. Therefore, in this embodiment, the effect image G40 can be displayed even when the specific image G10 and the operation instruction image G11 are displayed in the transition destination determination sequence, or when the reach suggestion image G30 is displayed. Subsequently, the sub-control CPU 50a controls the system to hide the effect image G40 when the transition destination determination sequence ends.

[0109] The following describes a specific example of how the transition destination determination process is executed. In the example shown in Figure 8, it is assumed that the third animation pattern has been determined as the animation pattern for the transition destination determination animation. In the transition destination determination animation, first, the specific image G10 and the operation instruction image G11 are displayed on the animation display device 12 (Figure 8(a)). Subsequently, when the animation button D1 is operated, the specific image G10 and the operation instruction image G11 are hidden, and the special image G20 and the effect image G40 are displayed on the animation display device 12 (Figure 8(b)). In this example, the first special image G21 is displayed as the special image G20. Also, in this example, the first effect image G41 is displayed on the animation display device 12 as the effect image G40.

[0110] Subsequently, after a predetermined time has elapsed since the first special image G21 was displayed, the first special image G21 disappears, and the specific image G10 and the operation instruction image G11 are displayed again on the display device 12 (Figure 8(c)). At this time, the first effect image G41 continues to be displayed even after the specific image G10 and the operation instruction image G11 have been displayed.

[0111] Next, when the performance button D1 is operated, the specific image G10 and the operation instruction image G11 are hidden, and the special image G20 is displayed on the performance display device 12. The display mode of the effect image G40 changes according to the type of special image G20 that is newly displayed (Figure 8(d)). In this example, the second special image G22 is displayed as the special image G20. Also, in this example, the second effect image G42 is displayed as the effect image G40 instead of the first effect image G41.

[0112] Subsequently, after a predetermined time has elapsed since the second special image G22 was displayed, the second special image G22 disappears, and the specific image G10 and the operation instruction image G11 are displayed again on the display device 12 (Figure 8(e)). At this time, the second effect image G42 continues to be displayed even after the specific image G10 and the operation instruction image G11 have been displayed.

[0113] Next, when the performance button D1 is operated, the specific image G10 and the operation instruction image G11 are hidden, and the special image G20 is displayed on the performance display device 12. The display mode of the effect image G40 changes according to the type of special image G20 that is newly displayed (Figure 8(f)). In this example, the third special image G23 is displayed as the special image G20. Also, in this example, the second effect image G42 is displayed instead of the second effect image G42 as the effect image G40.

[0114] Then, after a predetermined amount of time has elapsed since the third special image G23 was displayed, the third special image G23 disappears, and the reach suggestion image G30 is displayed on the performance display device 12 (Figure 8(g)). In this example, the third reach suggestion image G33 is displayed as the reach suggestion image G30. At this time, the third effect image G43 continues to be displayed even after the third reach suggestion image G33 is displayed. Subsequently, with the end of the transition destination determination performance, the third reach suggestion image G33 and the third effect image G43 disappear.

[0115] As described above, the transition destination determination sequence can be executed in such a manner that a specific image G10 is displayed during the execution of the transition destination determination sequence, a special image G20 is displayed after the specific image G10 is displayed, and the specific image G10 is displayed again after the special image G20 is displayed.

[0116] In particular, the transition destination determination animation of this embodiment can be executed in such a manner that, when the animation button D1 is operated during the execution of the transition destination determination animation, a special image G20 is displayed in place of the specific image G10, and then the specific image G10 is displayed again.

[0117] The effects of this embodiment will now be explained. (1) In the transition destination determination sequence, if the special image G20 is displayed after the specific image G10 is displayed, the specific image G10 may be displayed again after the special image G20 is displayed, giving the impression that the sequence has been rewound. As a result, even if the display of the special image G20 does not improve the player's interest in the game, the impression that the transition destination determination sequence will be executed again can improve the player's interest in the game.

[0118] (2) In particular, during the transition destination determination sequence, after the special image G20 is displayed by operating the performance button D1, the specific image G10 may be displayed again. This means that even if the player is dissatisfied with the display of the special image G20 by operating the performance button D1, the display of the specific image G10 again gives the impression that the transition destination determination sequence can be redone, thereby improving the enjoyment of the game.

[0119] (3) If a special image is displayed multiple times during a single transition destination determination sequence, different types of special images may be displayed depending on whether they are displayed first or later. This allows players to anticipate the display of a special image that is more advantageous to them, thus enhancing their enjoyment of the game.

[0120] (4) In the transition destination determination sequence, after the first special image is displayed, when the next special image is to be displayed, the second special image may be displayed, or the fourth special image may be displayed, while the third special image is not displayed. This allows for a pattern in the display order of special images when multiple special images are displayed in the transition destination determination sequence, thereby entertaining the player.

[0121] (5) In particular, the third special image may be displayed when the next special image is displayed after the second special image has been displayed in a single transition destination determination sequence, allowing the viewer to enjoy the gradual display of multiple types of special images.

[0122] (6) In a single transition destination determination sequence, if the number of times a special image is displayed is a specific number, a third effect image may be displayed. On the other hand, in a single transition destination determination sequence, whether the number of times the special image is displayed is less than the specific number (first number) or more than the specific number (second number), a fourth effect image may be displayed. This makes it possible to complicate the relationship between the timing of the effect image display and the degree of advantage suggested by the displayed effect image, thereby preventing players from getting bored and improving the enjoyment of the game.

[0123] (7) The fourth effect image can be displayed even if the second and third effect images have not been displayed before the fourth effect image is displayed in a single transition destination determination sequence. This means that even if the second and third effect images, which are less advantageous than the fourth effect image, have not been displayed, it is possible to create the expectation that the fourth effect image will be displayed, thus entertaining the player by adding an element of surprise regarding the display of effect images.

[0124] (8) The third effect image can be displayed when the second effect image is displayed before the third effect image is displayed in a single transition destination determination sequence. This allows the transition destination determination sequence to proceed in the order that the second effect image, which has a lower advantage than the third effect image, is displayed first, followed by the third effect image, thus allowing the player to enjoy a sequence in which the advantage level progresses in stages.

[0125] (9) In a single transition destination determination sequence, once the fifth effect image, which is the most advantageous among multiple types of effect images, has been displayed, no further effect images will be displayed. This prevents the display of an effect image with a lower advantage than the fifth effect image in a single transition destination determination sequence, which could diminish the player's enjoyment.

[0126] 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.

[0127] The display mode of the effect image G40 may be changed as appropriate. For example, the number of effect image G40 types may be four or fewer, or six or more. Also, the number of effect image G40 types does not have to be the same as the number of special image G20 types. In this case, when a predetermined type of special image G20 is displayed, any of the multiple types of effect image G40 may be displayed. For example, multiple types of effect image G40 may be provided as effect image G40 that can be displayed when the third special image G23 is displayed. Also, the same effect image G40 may be displayed when different types of special image G20 are displayed. For example, the same effect image G40 may be displayed when the second special image G22 is displayed and when the third special image G23 is displayed.

[0128] The period during which the effect image G40 can be displayed may be changed as appropriate. For example, the effect image G40 may not be displayed when the reach suggestion image G30 is displayed. Also, the effect image G40 may not be displayed when the specific image G10 and the operation instruction image G11 are displayed. In other words, the effect image G40 may only be displayable when the special image G20 is displayed.

[0129] - When the special image G20 is displayed, the effect image G40 may be displayed, or it may not be displayed. In this case, the sub-control CPU 50a may decide whether or not to display the effect image G40 by, for example, a predetermined lottery. At this time, the sub-control CPU 50a may make the probability of winning the predetermined lottery different depending on whether or not the variable game being played is a win, so that the expectation of a big win differs when the effect image G40 is displayed and when it is not displayed. The sub-control CPU 50a may also make the probability of winning the predetermined lottery different depending on the type of special image G20 that is displayed.

[0130] The sub-control CPU 50a may choose not to display the effect image G40 during the transition destination determination sequence. In this case, the CPU may choose to output a predetermined sound from speaker Sp as advantage information, or to illuminate the decorative lamp La in a predetermined light emission pattern.

[0131] The order in which special images G20 are displayed in a single transition destination determination sequence may be changed as appropriate. For example, in a single transition destination determination sequence, a special image G20 with a lower advantage may be displayed after a predetermined special image G20 has been displayed. Specifically, the 5th special image G25 may be displayed, followed by the 1st special images G21 to the 4th special images G24. In other words, in a single transition destination determination sequence, an effect image with a lower advantage may be displayed after the 5th effect image has been displayed.

[0132] Even if the second special image G22 is not displayed during a single transition destination determination sequence, the third special image G23 may still be displayed. In other words, even if the second effect image is not displayed during a single transition destination determination sequence, the third effect image may still be displayed.

[0133] In a single transition destination determination sequence, the fourth special image G24 may be displayed if the second special image G22 and the third special image G23 are displayed before the fourth special image G24 is displayed. That is, in a single transition destination determination sequence, the fourth effect image may be displayed if the second effect image and the third effect image are displayed before the fourth effect image is displayed.

[0134] The third special image G23 may be displayed even when special image G20 is not displayed for the third time in a single transition destination determination sequence. In other words, the third effect image may be displayed even when the number of times special image G20 is displayed in a single transition destination determination sequence is not a specific number of times.

[0135] • If special image G20 is displayed multiple times during a single transition destination determination sequence, it is possible to display the same type of special image G20 both when it is displayed first and when it is displayed later.

[0136] • In the transition destination selection sequence, the special image G20 may be displayed regardless of the operation of the sequence button D1. In this case, the operation instruction image G11 may not be displayed during the transition destination selection sequence.

[0137] • In the transition destination determination sequence, the special image G20 may be hidden after the sequence button D1 is operated. In this case, the specific image G10 and the operation instruction image G11 may be displayed, or the reach suggestion image G30 may be displayed, as a result of the sequence button D1 being operated.

[0138] In a single transition destination determination sequence, after the special image G20 is displayed, another special image G20 may be displayed without the specific image G10 and the operation instruction image G11 being displayed.

[0139] - A specific effect performed by displaying a specific image may be implemented in a gaming machine capable of executing an effect different from the transition destination determination effect. For example, the specific effect may be a hold change effect that changes the display pattern of the hold image indicating a variable game that is currently on hold. In this case, the hold change effect may be executed in a manner in which the specific image is displayed as the hold image, then a special image different from the specific image is displayed, and then the specific image is displayed again. Alternatively, the specific effect may be an operation instruction effect that instructs the operation of the effect button D1. In this case, the operation instruction effect may be executed in a manner in which the specific image is displayed as an operation instruction image that instructs the operation of the effect button D1, then a special image different from the specific image is displayed, and then the specific image is displayed again.

[0140] The probability state that determines the probability of winning the jackpot lottery may be embodied in a pachinko game machine 10 that has two or more probability states. That is, it may be embodied in a pachinko game machine 10 that has a probability variation function.

[0141] - The time-saving state may be implemented in a pachinko game machine 10 that has two or more time-saving states. Alternatively, the game state of the pachinko game machine 10 may be implemented in a pachinko game machine 10 that does not have a time-saving state. That is, it may be implemented in a pachinko game machine 10 that does not have an improved ball entry rate state in which the ball entry rate of the game balls into the second starting prize entry opening 15 is improved.

[0142] The sub-control board 50 may be a sub-overall control board, and separate from the sub-control board 50, a display control board specializing in controlling the performance display device 12, an audio control board specializing in controlling the speaker Sp, and a lamp control board specializing in controlling the decorative lamp La may be provided individually. Alternatively, some or all of the display control board, audio control board, and lamp control board may be on the same board. Furthermore, the sub-control CPU 50a may consist of multiple CPUs mounted on a single board.

[0143] The pachinko game machine 10 may have a single control board that integrates the functions of the main control board 40 and the sub-control board 50. Alternatively, the functions of the main control board 40 may be implemented by dividing them among multiple boards. The main control CPU 41a may consist of multiple CPUs mounted on a single board.

[0144] The first and second special games may be executed according to the order in which the game balls enter the respective starting prize slots 14 and 15, or they may be executed simultaneously in parallel. The second special game may also be omitted.

[0145] This may be implemented in a pachinko game machine 10 that does not perform a special effects game. In this case, it is preferable to display special symbols on the effects display device 12. This section describes the technical concepts that can be understood from this embodiment and its modifications.

[0146] (Note 1) A gaming machine comprising a display means capable of displaying an image and a display control means for controlling the display means, wherein the display means is capable of performing a specific performance by displaying a specific image, and the specific performance is characterized in that the specific image is displayed during the performance, a special image is displayed after the specific image is displayed, and the specific image is displayed again after the special image is displayed.

[0147] (Note 2) The gaming machine according to Note 1, wherein the specific performance can be performed in such a manner that when the operating means is operated during the execution of the specific performance, the special image is displayed in place of the specific image, and then the specific image is displayed again.

[0148] (Note 3) The display modes of the special image include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, and in one specific performance, when the special image is displayed in the first display mode, it may be displayed in the second display mode or in the fourth display mode, and not in the third display mode, as described in Note 1 or Note 2 of the gaming machine.

[0149] (Note 4) The gaming machine according to Note 3, in which, after the special image is displayed in the second display mode during one of the specified performances, the next time the special image is displayed, it may be displayed in the third display mode.

[0150] (Note 5) There are multiple ways in which the special image can be displayed, and if the special image is displayed multiple times in the specific performance, the way the special image can be displayed may differ depending on whether it is displayed first or later. A gaming machine as described in any one of Notes 1 to 4. [Explanation of Symbols]

[0151] D1…Performance button G10…Specific image G11…Operation instruction image G20…Special image G21…First special image G22…Second special image G23…Third special image G24…Fourth special image G25…Fifth special image G30…Reach suggestion image G31…First reach suggestion image G32…Second reach suggestion image G33…Third reach suggestion image G34…Fourth reach suggestion image G35…Fifth reach suggestion image G40…Effect image (advantage information) G41…First effect image G42…Second effect image G43…Third effect image GH…Image display HD…Launch handle La…Decorative lamp SE1…First start winning sensor SE2…Second start winning sensor SE3…Count sensor SE4…Gate sensor SL1…First solenoid SL2…Second solenoid Sp…Speaker W…Center frame YB…Game board YBa…Game area YBb…Opening window ZR1…First symbol display area ZR2…Second symbol display area 10…Pachinko game machine 11…Frame 11a…Installation frame 11b…Mounting frame 11c…Locking device 12…Performance display device (display means) 13…Information display device 13a…First special symbol display unit 13b…Second special symbol display unit 13c…First special hold display unit 13d…Second special hold display unit 13e…Normal symbol display unit 13f…Normal hold display unit 14…First start prize entry opening 15…Second start prize entry opening 16…Normal movable piece 17…Large prize entry opening 18…Special opening / closing piece 25…Gate 40…Main control board 41…Microprocessor 41a…Main control CPU 41b…Main control ROM 41c…Main control RAM 50…Sub-control board 50a…Sub-control CPU (display control means) 50b...Sub-control ROM 50c...Sub-control RAM

Claims

[Claim 1] A display means capable of displaying an image, The system comprises a display control means for controlling the display means, The display means is capable of performing a specific effect by displaying a specific image, The aforementioned specific performance is a performance that is executed for a variable game, and during the execution of the specific performance, the specific image is displayed, after the specific image is displayed, a special image is displayed in a predetermined display manner, after the special image is displayed, the specific image is displayed, and after the specific image is displayed, the special image is displayed in a display manner different from the predetermined display manner. The display modes of the special image include at least a first display mode, a second display mode, a third display mode, and a fourth display mode. The fourth display mode is a display mode that suggests a greater advantage for the player than the third display mode, A gaming machine characterized in that, after the special image is displayed in the first display mode as one of the predetermined display modes, when the special image is displayed again, it may be displayed in the second display mode or the fourth display mode, and it may not be displayed in the third display mode.