Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-09-27
- Publication Date
- 2026-07-31
AI Technical Summary
【0006】 本発明によれば、興趣の向上を図ることができる。
Smart Images

Figure 0007898197000001 
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Figure 0007898197000003
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines and spinning reel gaming machines (so-called slot machines), which are types of gaming machines, there are gaming machines that can execute an effect in a multi-color mode (also called a rainbow mode) as described in Non-Patent Document 1. The effect executed in the multi-color mode described in Non-Patent Document 1 is one of the premium effects. Thus, since the effect executed in the multi-color mode is executed in a situation advantageous or favorable to the player, the joy of its execution is great. The effect executed in the multi-color mode may be executed on a display device or may be executed in a light-emitting device.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] There was room for improvement in the effect executed in such a multi-color mode.
Means for Solving the Problems
[0005] A gaming machine that solves the above problem comprises a first performance unit and a second performance unit, wherein the first performance unit is capable of executing a first multicolor performance, the second performance unit is capable of executing a second multicolor performance, the first multicolor performance is executed in a multicolor manner, the second multicolor performance is executed in a multicolor manner, the first multicolor performance and the second multicolor performance can be executed in parallel, when the first multicolor performance is executed, it is possible to suggest or notify that the game will develop favorably after the execution of the first multicolor performance, the second multicolor performance includes a predetermined second multicolor performance and a specific second multicolor performance, the predetermined second multicolor performance is capable of suggesting or notifying either that the game will develop favorably or that the game is developing favorably, and the specific second multicolor performance is capable of suggesting or notifying content different from the content that can be suggested or notified by the execution of the predetermined second multicolor performance. In a situation where only the specific second multicolor effect among the predetermined second multicolor effect is being executed, when the trigger for starting the predetermined second multicolor effect arrives and the predetermined second multicolor effect is executed, the specific second multicolor effect may be hidden or difficult to see as a result of the execution of the predetermined second multicolor effect, and after the termination of the predetermined second multicolor effect, the specific second multicolor effect may be displayed again or become easily visible. The gist of this study is that the more frequently an event that can trigger the execution of the first multi-color effect occurs, the more likely it is that an event that can trigger the execution of the second multi-color effect will occur. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4(a) shows an example of the display content of the display device when a complete function activation warning is issued, Figure 4(b) shows an example of the display content of the display device when a complete function activation notification is issued, and Figure 4(c) shows an example of the display content of the display device when a complete function activation notification is issued. [Figure 5] Figure 5 is a flowchart showing the process for handling errors. [Figure 6]Figure 6 shows an example of how the light color of the decorative lamps changes when the rainbow light effect is performed. [Figure 7] Figure 7 shows an example of the display content of the display device when the rainbow display effect is executed. [Figure 8] Figures 8(a) and 8(b) show examples of the display content of the performance display device when the acquisition count performance is executed. [Figure 9] Figures 9(a) and 9(b) show examples of the display content of the performance display device when the acquisition count performance in a special display mode is emphasized. [Figure 10] Figure 10(a) shows an example where the rainbow light-up effect and the special display mode for the number of acquired items are executed in parallel, and Figure 10(b) shows an example where the rainbow light-up effect and the rainbow display effect are executed in parallel. [Figure 11] Figure 11 shows an example of the number of switches and re-emphasizing elements based on the total number of executions of the rainbow light effect and the rainbow display effect. [Figure 12] Figure 12 shows an example of the starting number depending on whether or not the special display mode for the number of acquired items is executed. [Figure 13] Figures 13(a) to 13(d) show examples of various effects being performed. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.
[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is positioned so that it can be operated by the player. In the gaming machine 10, game balls, which are the game medium, are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. The gaming machine 10 can adjust the launch strength of the game balls by operating the launch handle 16.
[0010] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a light-emitting effect (hereinafter referred to as a light-emitting effect) by turning on and off a built-in light-emitting element. In the gaming machine 10, the decorative lamp 17 as a light-emitting means corresponds to the first effect unit. That is, in this embodiment, the first effect unit is a light-emitting means that can emit light. The decorative lamp 17 can emit light in multiple colors. For example, the decorative lamp 17 may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the decorative lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the decorative lamp 17. The brightness of the decorative lamp 17 corresponds to the effect intensity of the decorative lamp 17 and is also called the light quantity of the decorative lamp 17.
[0011] The gaming machine 10 includes a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 executes an effect (hereinafter referred to as a sound effect) that outputs sounds such as voices, sound effects, and music. For example, at least a part of the volume of the sound output from the speaker 18 may be adjustable by operating a predetermined operation means. That is, the gaming machine 10 may be able to adjust at least a part of the volume of the sound output from the speaker 18.
[0012] As shown in FIG. 2, a substantially circular gaming area 21 is defined on the front side of the game board 20 in a front view. The game board 20 includes a guide path 21a for guiding the launched game ball to the gaming area 21. The game board 20 includes a prevention valve 21b for preventing the game ball launched into the gaming area from flowing back reversely into the guide path 21a. The launched game ball is guided by the guide path 21a, passes through the prevention valve 21b located at the most downstream of the guide path 21a, and reaches the gaming area 21. The game ball that has reached the gaming area 21 flows down the gaming area 21.
[0013] The gaming machine 10 includes an information display panel 22. The information display panel 22 includes a first special symbol display section 22a. The first special symbol display section 22a displays a first special symbol variation game (hereinafter referred to as the first special game) that variably displays a predetermined symbol and finally stops and displays the first special symbol in a fixed state. The information display panel 22 includes a second special symbol display section 22b. The second special symbol display section 22b displays a second special symbol variation game (hereinafter referred to as the second special game) that variably displays a predetermined symbol and finally stops and displays the second special symbol in a fixed state. In the following description, the first special game and the second special game may be collectively referred to as a "special game" or a "special symbol variation game". Thus, the special game as a variation game includes a first special game as a first variation game and a second special game as a second variation game. The special symbol is a symbol that notifies the result of an internal lottery described later. Thus, the gaming machine 10 can execute a special game.
[0014] In this specification, "variable display" means a state where the types of displayed symbols change over time. In this specification, "fixed stop display" means a state where the symbols are fixedly stopped and displayed, and the types of displayed symbols do not change. The special symbols that can be fixedly stopped and displayed in the special symbol display units 22a and 22b include jackpot symbols and losing symbols. When a jackpot symbol is fixedly stopped and displayed in a special game, the player can recognize a jackpot. When a losing symbol is fixedly stopped and displayed in a special game, the player can recognize a loss. In the gaming machine 10, the first special game and the second special game are not executed simultaneously. In the gaming machine 10, the second special game is executed with priority over the first special game.
[0015] In the gaming machine 10, a jackpot lottery may be conducted when executing a special game. In the gaming machine 10, if a jackpot is won in the jackpot lottery, a jackpot symbol is fixedly stopped and displayed in the special game targeted by the winning, and then a jackpot game is awarded (occurs). Thus, when the gaming machine 10 wins a jackpot in the jackpot lottery conducted when executing a special game, it is possible to award a jackpot game after the special game ends. That is, in the gaming machine 10, a jackpot game is awarded when winning the jackpot lottery. In the gaming machine 10, when winning a jackpot, a jackpot game is awarded after the end of the special game based on winning the jackpot. Thus, the gaming machine 10 can award a jackpot game. Winning a jackpot in the jackpot lottery corresponds to winning the jackpot lottery and winning the jackpot in the win lottery.
[0016] The information display panel 22 includes a first special hold display unit 22c. The first special hold display unit 22c displays the number of times the first special game has been held in a reserved state (hereinafter referred to as the first special hold number) because the start condition has been met but the execution condition has not yet been met. The information display panel 22 also includes a second special hold display unit 22d. The second special hold display unit 22d displays the number of times the second special game has been held in a reserved state (hereinafter referred to as the second special hold number) because the start condition has been met but the execution condition has not yet been met. For example, the upper limits for the first special hold number and the second special hold number are each 4. In the following explanation, a special game whose execution is being held in a reserved state may be simply referred to as a "reserved special game" or a "reserved special game." As described above, the gaming machine 10 can hold the execution of multiple special games in a reserved state. That is, the gaming machine 10 can hold the execution of a variable game in a reserved state.
[0017] The information display panel 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and ultimately a normal symbol is displayed as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22e include at least normal winning symbols and normal losing symbols. In a normal game, the player can recognize a normal win when a normal winning symbol is displayed as a confirmed stop, and in a normal game, the player can recognize a normal loss when a normal losing symbol is displayed as a confirmed stop. In the gaming machine 10, if a normal win is won in the normal win lottery, a normal win game is granted after the normal game to which the win applies has ended. That is, in the gaming machine 10, a normal win game is granted when a normal win lottery is won. The information display panel 22 includes a normal hold display unit 22f. The normal hold display unit 22f displays the number of normal games in which execution is pending because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold count). For example, the upper limit of the normal hold count is 4.
[0018] The gaming machine 10 has a center frame 23 with various decorations located approximately in the center of the game area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center feature or center feature.
[0019] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the game board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image (hereinafter referred to as a display effect) as one of the effects. In the gaming machine 10, the image display device 25 as a display means corresponds to the second effect unit. That is, in this embodiment, the second effect unit is a display means capable of displaying an image. In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the effect devices, which is a decorative lamp 17 as a light-emitting means, a speaker 18 as a sound output means, and an image display device 25 as a display means. In other words, the performance execution means includes at least one of the following: a light-emitting means, a sound-outputting means, and a display means.
[0020] The gaming machine 10 is equipped with a first start port 26 as a start port. The first start port 26 is located below the center frame 23 in the game area 21. The first start port 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 3) that detects game balls that have entered the first start port 26. For example, the first start port 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the conditions for starting the first special game may be met, and the conditions for paying out prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of the first special game when a game ball enters the first start port 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.
[0021] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 3) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the start conditions for the second special game may be met, and the payout conditions for prize balls may also be met. That is, the gaming machine 10 can postpone the execution of the second special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, one game ball is awarded as a prize. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 3). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0022] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 3) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 3). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0023] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 3) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0024] The gaming machine 10 is equipped with a general prize entry point 32. In the gaming machine 10, the general prize entry point 32 has a first general prize entry point 32a and a second general prize entry point 32b. The first general prize entry point 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry point 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 3) that detects game balls that have entered the first general prize entry point 32a. For example, the first general prize entry point 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 3) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.
[0025] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.
[0026] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 3) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize opening 32. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.
[0027] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."
[0028] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.
[0029] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".
[0030] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the system so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the system may be configured so that the first variable member 28 does not open even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.
[0031] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.
[0032] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.
[0033] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0034] The display effects that the display device 25 can execute include a display effect game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally a combination of display effect symbols is determined and stopped. The display effect game is executed by the variable display of display effect symbols in multiple columns. Display effect symbols are also called "decorative symbols" or "ornamental symbols". The display effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in a vertical variable manner. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, in principle, display effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order in a variable manner.
[0035] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking fluctuation state," or a state that is different from a confirmed stop display.
[0036] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0037] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 3, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of these processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and the sub-board 50 are located on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.
[0038] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.
[0039] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values used in the jackpot lottery. The jackpot determination values include high probability values and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values and high probability values are used. The main ROM 42 also stores the performance determination values used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.
[0040] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.
[0041] There are two types of variation patterns: those that can be determined when the base state is high, and those that can be determined when the base state is low. The variation patterns that can be determined when the base state is high and those that can be determined when the base state is low differ in some or all ways. The variation time set for the variation patterns that can be determined when the base state is high is shorter (or is often shorter) than the variation time set for the variation patterns that can be determined when the base state is low. There are two types of variation patterns: those for the first special game that can be determined when the first special game is played, and those for the second special game that can be determined when the second special game is played. The variation patterns for the first special game and those for the second special game differ in some or all ways.
[0042] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.
[0043] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0044] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, a second general sensor SE6, and an out sensor SE7. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE7 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).
[0045] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.
[0046] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, speaker 18, and performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance device, which is the performance execution means among the decorative lamp 17, speaker 18, and performance display device 25, thereby realizing the function of a performance control means capable of controlling the performance execution means.
[0047] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).
[0048] First, let's explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 performs the first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs the second special symbol input process. After completing the second special symbol input process, the main CPU 41 terminates the special symbol input process.
[0049] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1 (hereinafter referred to as the first input determination). If the result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the result of the first input determination is positive, the main CPU 41 determines whether the number of first special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the first reserved ball determination). If the result of the first reserved ball determination is negative, the main CPU 41 terminates the first special symbol input process. If the result of the first reserved ball determination is positive, the main CPU 41 adds 1 to the number of first special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 stores control information that can identify the updated number of first special reserved balls (hereinafter referred to as the first reserved ball command) in the output buffer.
[0050] Furthermore, if the result of the first hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the information in a way that makes it possible to identify that it is random number information for the first special game and the order in which the random number information is stored. In this embodiment, the execution of the first special game is held in a hold by storing the random number information for the first special game in the main RWM 43. 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. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After that, the main CPU 41 terminates the first special symbol input process.
[0051] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether it has received a detection signal from the second start sensor SE2 (hereinafter referred to as the second input determination). If the result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second input determination is positive, the main CPU 41 determines whether the number of second special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the second reserved ball determination). If the result of the second reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second reserved ball determination is positive, the main CPU 41 adds 1 to the number of second special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of second special reserved balls. The main CPU 41 also stores control information that can identify the updated number of second special reserved balls (hereinafter referred to as the second reserved ball command) in the output buffer. Furthermore, if the result of the second hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40, stores the random number information based on the acquired random numbers in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the second special game and the order in which the random number information is stored. In this embodiment, the execution of the second special game is suspended by storing the random number information for the second special game in the main RWM 43. After that, the main CPU 41 terminates the second special symbol input process.
[0052] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether the game is not in a jackpot state and is not currently running a special game. If the game is in a jackpot state or a special game is currently running, the main CPU 41 terminates the special symbol start process. On the other hand, if the game is not in a jackpot state and is not currently running a special game, the main CPU 41 performs a second reserve determination to determine if the second special reserve count is 1 or greater. If the second reserve determination determines that the second special reserve count is 1 or greater, the main CPU 41 performs the second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process. If the second reserve determination determines that the second special reserve count is not 1 or greater, the main CPU 41 performs a first reserve determination to determine if the first special reserve count is 1 or greater. If the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 terminates the special symbol start process. If the first reserve determination determines that the number of first special reserves is 1 or more, the main CPU 41 performs the first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU 41 terminates the special symbol start process.
[0053] Incidentally, if the second reserve determination determines that the second special reserve count is not 1 or greater, and the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 stores control information that can identify the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the first reserve determination determines that the first special reserve count is not 1 or greater, and the second reserve determination determines that the second special reserve count is not 1 or greater, until the special game is executed after the standby command is stored in the output buffer. In this embodiment, the standby state can be said to be a situation in which the special game is not being executed, that is, a situation in which the special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being played.
[0054] Now, let's explain the process for starting the first special symbol. In the process of starting the first special symbol, the main CPU 41 decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the first special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0055] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.
[0056] In the jackpot game processing during the first special symbol start processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0057] In the losing game processing during the first special symbol start processing, the main CPU 41 determines the losing symbol. In the losing game processing, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the losing game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the losing variation pattern with a reach if the performance lottery has been won, and determines the losing variation pattern without a reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0058] Next, we will explain the process for starting the second special symbol. In the process of starting the second special symbol, the main CPU 41 decrements the second special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 for the second special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0059] In the jackpot lottery process during the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process during the first special symbol start process. If the jackpot lottery is won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is not won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.
[0060] In the jackpot game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing during the first special symbol start processing described above. After determining the special symbols and variation patterns in the jackpot game processing during the second special symbol start processing, the main CPU 41 terminates the jackpot game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing.
[0061] In the losing game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the losing game processing during the first special symbol start processing described above. After determining the special symbol and variation pattern during the losing game processing during the second special symbol start processing, the main CPU 41 terminates the losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing. In the following explanation, the variation pattern command stored in the output buffer during the first special symbol start processing may be referred to as the first variation pattern command, and the variation pattern command stored in the output buffer during the second special symbol start processing may be referred to as the second variation pattern command.
[0062] As described above, in the gaming machine 10, a jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 performs the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery. In addition, in the gaming machine 10, the main CPU 41 determines the variation pattern, thereby determining the variation time of the special game. In this embodiment, the main CPU 41 realizes the function of a game time determination means that determines the variation time of the variation game.
[0063] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer. After displaying the confirmed stop state of the special symbol, the main CPU 41 sets an interval between variations (for example, 1 second). During the interval between variations, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing the function of a variable game control means for executing a variable game. Furthermore, when the main CPU 41 executes the first special game, it controls the first special symbol display unit 22a. When the main CPU 41 executes the second special game, it controls the second special symbol display unit 22b.
[0064] Next, the jackpot processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs the jackpot processing, thereby realizing the function of a jackpot game awarding means capable of awarding jackpot games.
[0065] The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.
[0066] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the 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 CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.
[0067] In addition, when the main CPU 41 receives a detection signal from the count sensor SE3, it stores control information (hereinafter referred to as the "big prize ball entry command") that identifies the count sensor SE3 as having detected a game ball in the output buffer. Furthermore, even if detection signals are received from some or all of the various sensors SE1 to SE7, not just the count sensor SE3, control information that identifies the detection of a game ball by any of the various sensors SE1 to SE7 may be stored in the output buffer.
[0068] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means capable of controlling the game state.
[0069] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.
[0070] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0071] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.
[0072] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0073] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.
[0074] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.
[0075] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.
[0076] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. When a detection signal is received from the first general sensor SE5, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first general prize opening 32a. When a detection signal is received from the second general sensor SE6, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second general prize opening 32b. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game ball entered are dispensed as prize balls. In this embodiment, the main CPU 41 performs the prize ball processing and controls the system so that game balls are dispensed as prize balls, thereby awarding prize balls. In this embodiment, the main CPU 41 performs the prize ball processing, thereby realizing the function of a prize ball awarding means capable of awarding prize balls.
[0077] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.
[0078] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.
[0079] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.
[0080] The sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a jackpot animation is performed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an opening animation is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a round animation is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an ending animation is performed.
[0081] In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling the display means. Furthermore, in this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a first performance unit, thereby realizing the function of a first performance unit control means capable of controlling the first performance unit. And, in this embodiment, the sub-CPU 51 controls the performance display device 25 as a second performance unit, thereby realizing the function of a second performance unit control means capable of controlling the second performance unit.
[0082] In the gaming machine 10, there are cases where it is controlled to a state of being unable to proceed, which is a state of being unable to play the game. In other words, the gaming machine 10 can be controlled to a state of being unable to play the game, which is a state of being unable to proceed with the game.
[0083] The gaming machine 10 can be controlled into a state where it cannot proceed by activating the complete function. In other words, the gaming machine 10 can be controlled into a state where it is impossible to play the game by activating the complete function. The complete function can be activated when the maximum difference counted in the gaming machine 10 reaches a predetermined value. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called the "maximum difference in balls (or maximum difference in balls)". In revolving-type gaming machines, the maximum difference is also called the "maximum difference in tokens". In the gaming machine 10, if the maximum difference reaches a predetermined value, it can be controlled into a state where it cannot proceed. In the gaming machine 10, the predetermined value is set to "95000".
[0084] The complete function can be activated while a special game is in progress. Therefore, if the maximum difference reaches a predetermined value while a special game is in progress, the complete function will be activated. In this case, the game will be controlled to a state where further progress cannot be made while the special game is in progress, and the special game that was in progress will be forcibly terminated. The complete function can also be activated while the game is in standby mode. Therefore, if the maximum difference reaches a predetermined value while the game is in standby mode, the complete function will be activated. However, the complete function cannot be activated while a jackpot game is in progress. Therefore, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will not be activated. However, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will be activated after the jackpot game ends. Therefore, in the game machine 10, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the game will not be controlled to a state where further progress cannot be made while the jackpot game is in progress.
[0085] The gaming machine 10 is capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification is executed when the maximum difference reaches a predetermined value while a jackpot game is awarded. The complete function activation notification is an effect that suggests or informs that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification can also be said to be an effect that allows the player to identify that the machine will be controlled to a disabled state after the end of a winning game. Therefore, when the complete function activation notification is executed, the player can identify that a special game will not be played after the end of a jackpot game, that is, that the next special game will not be played. The complete function activation notification also ends when the jackpot game ends.
[0086] As shown in Figure 4(a), the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SY containing the text information "The complete function will be activated after the win ends" on the performance display device 25. The activation notification image SY is an image surrounded by a double black border. The activation notification image SY is an image that contains the text information "The complete function will be activated after the win ends" in white. In addition, the text information contained in the activation notification image SY has its outline bordered in a color different from white (green in this embodiment). The activation notification image SY is an image with a background color of yellow-green (shown as dots in Figure 4(a)). Note that the complete function activation notification is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17 and speakers 18. Thus, the complete function activation notification is performed in a manner that includes white, black, yellow-green, and green.
[0087] The gaming machine 10 is capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning is executed on the effect display device 25 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. In other words, the complete function activation warning is executed on the effect display device 25 when the maximum difference reaches the starting number. When the complete function activation warning is executed, it continues to be executed until the maximum difference reaches the predetermined value. After the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if the maximum difference falls below the starting number. Alternatively, even if the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if it subsequently falls below an even smaller ending number that is less than the starting number.
[0088] As shown in Figure 4(b), the gaming machine 10 executes a complete function activation warning by displaying an activation warning image SK containing the text information "The complete function is about to be activated" on the performance display device 25. The activation warning image SK is an image surrounded by a black border. The activation warning image SK is an image containing the text information "The complete function is about to be activated" in black. The activation warning image SK is an image with a white background. Note that the complete function activation warning is not limited to being executed only on the performance display device 25, but may also be executed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17 and speakers 18. Thus, the complete function activation warning is executed in a manner that includes white and black.
[0089] The gaming machine 10 is capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification is executed on the effect display device 25 when the machine is controlled to an incapacitation state.
[0090] As shown in Figure 4(c), the gaming machine 10 performs a complete function activation notification by displaying the text information "Complete function activated" and the text information "Gameplay has ended for today" on the display device 25. When the complete function activation notification is performed, the various text information is in white. Furthermore, when the complete function activation notification is performed, the background color of the display device 25 is black. Thus, the complete function activation notification is performed in a manner that includes both white and black.
[0091] As described above, the gaming machine 10 can perform the following effects related to the activation of the complete function: a complete function activation warning, a complete function activation announcement, and a complete function activation notification. The effects that can be performed as effects related to the activation of the complete function may be some of the complete function activation warning, complete function activation announcement, and complete function activation notification, or other effects may be performed. In the gaming machine 10, the complete function activation warning, complete function activation announcement, and complete function activation notification are performed by the effect display device 25. That is, in this embodiment, the effect display device 25, as the second effect unit, can perform effects related to the activation of the complete function.
[0092] In the gaming machine 10, when a jackpot is awarded, the player can win many prize balls and increase the number of game tokens they possess. Furthermore, in the gaming machine 10, the more times a jackpot is won, the more jackpot games are awarded, making it easier for the player to possess more game tokens. Consequently, the activation of the complete function approaches, and the probability of the performance related to the activation of the complete function increases. In particular, in the gaming machine 10, once the first jackpot game is awarded, the game is controlled to a probability variation state, making it easier for the number of game tokens consumed until the next jackpot game is awarded to decrease. Therefore, in the gaming machine 10, the more times a jackpot is won and the first jackpot game is awarded, the more jackpot games are awarded, making it easier for the player to possess more game tokens. Consequently, the activation of the complete function approaches, and the probability of the performance related to the activation of the complete function increases.
[0093] Here, we will explain the maximum difference information processing performed by the main CPU 41. The maximum difference information processing corresponds to the process of counting the maximum difference. Information that can identify the maximum difference (hereinafter referred to as maximum difference information) is stored in the main RWM43. The maximum difference information is a value that can identify the maximum difference, and is the maximum difference itself. In the maximum difference information processing, the main CPU41 updates the maximum difference information and counts the maximum difference. The maximum difference corresponds to a value that can change as game media are provided.
[0094] In maximum difference information processing, when the main CPU 41 controls the system to dispense game balls as prize balls, it adds the number of dispensed game balls to a value identifiable from the maximum difference information and updates the maximum difference information. That is, when the main CPU 41 awards prize balls, it updates the maximum difference information in conjunction with the awarding of prize balls. When the main CPU 41 receives a detection signal from the out sensor SE7, it subtracts 1 from the value identifiable from the maximum difference information and updates the maximum difference information. However, if the value identifiable from the maximum difference information before subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it stores control information that identifies the updated maximum difference (hereinafter referred to as the maximum difference command) in the output buffer. As described above, the maximum difference is counted based on the number of prize balls awarded and the number of out balls (effective balls). Thus, the maximum difference is a value that can change as the game progresses.
[0095] Next, we will explain the process that the main CPU 41 performs to prevent further progress, based on Figure 5. In the process of determining that the process cannot proceed, the main CPU 41 determines whether information indicating that the process cannot proceed is stored in the main RWM 43 (step S101). Information indicating that the process cannot proceed corresponds to information stored in the main RWM 43 when the process is controlled to be in a state of being unable to proceed. If information indicating that the process cannot proceed is stored (step S101; YES), the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S102). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 will continue loop processing until the power supply is cut off.
[0096] When loop processing is in progress, the game cannot proceed. For example, when loop processing is in progress, the special symbol input processing is not performed, so even if a game ball enters the starting slots 26 and 27, the execution of the special game is not suspended. For example, when loop processing is in progress, the special symbol start processing is not performed, so the special game is not executed. For example, when loop processing is in progress, the prize ball processing is not performed, so no prize balls are awarded regardless of whether a game ball enters the starting slots 26 and 27, the big prize slot 29, or the general prize slot 32. For example, when loop processing is in progress, the jackpot processing is not performed, so the awarding of a jackpot game is not started. For example, when loop processing is in progress, processing related to the normal game is not performed. Therefore, for example, when loop processing is in progress, the execution of the normal game is not suspended. For example, when loop processing is in progress, the normal game is not executed. For example, when loop processing is in progress, the normal jackpot game is not awarded. Incidentally, in the gaming machine 10, if the power supply is interrupted while the machine is controlled to a non-progressing state, and then the power supply is restored without an initialization process being performed to initialize at least a portion of the memory contents of the main RWM 43, the result of the judgment in step S101 will be affirmative, and the machine will be controlled to a non-progressing state again.
[0097] On the other hand, if information indicating that the game has become unplayable is not stored (step S101; NO), the main CPU 41 determines whether information indicating that the game is scheduled to become unplayable is stored in the main RWM 43 (step S103). Information indicating that the game is scheduled to become unplayable corresponds to information stored in the main RWM 43 when it has been decided that the game will become unplayable, but the game is not controlled to become unplayable because it is in the middle of a jackpot game.
[0098] If information indicating that the game is not going to progress is stored (step S103; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S104). If a jackpot game has been awarded (step S104; YES), the main CPU 41 terminates the game not going to progress process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 stores the information that the game is not going to progress in the main RWM 43 (step S105). Subsequently, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S106). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a game not going to progress state in which the game cannot be played.
[0099] On the other hand, if no information indicating that the process is impossible to complete is stored (step S103; NO), the main CPU 41 determines whether the maximum difference has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "95000". Therefore, in step S107, the main CPU 41 determines whether the maximum difference that can be determined from the maximum difference information of the main RWM 43 has reached 95000. If the maximum difference has not reached the specified value (step S107; NO), the main CPU 41 terminates the process indicating that the process is impossible to complete.
[0100] If the maximum difference reaches a predetermined value (step S107; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S108). If a jackpot game has been awarded (step S108; YES), the main CPU 41 stores the information indicating that the game is likely to become unplayable in the main RWM 43 (step S109). Subsequently, the main CPU 41 stores the specific planned command in the output buffer and outputs it to the sub-board 50 (step S110). After that, the main CPU 41 terminates the process indicating that the game is likely to become unplayable.
[0101] On the other hand, if a jackpot game is not awarded (step S108; NO), the main CPU 41 stores the information that the game is no longer playable in the main RWM 43 (step S111). Next, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S112). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102 and after the processing in step S106, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a state in which the game cannot be played.
[0102] As described above, in the gaming machine 10, the main CPU 41 controls the machine to an unplayable state by performing loop processing. In this embodiment, the main CPU 41 performs loop processing to realize a function as an unplayable state control means that can control the machine to an unplayable state in which it is impossible to continue playing. The main CPU 41 can control the machine to an unplayable state when the maximum difference reaches a predetermined value. In particular, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the main CPU 41 can control the machine to an unplayable state after the jackpot game ends.
[0103] Next, we will explain the process of updating the maximum difference information performed by the sub-CPU 51. In the maximum difference information update process, the sub-CPU 51 updates the sub-maximum difference information when a maximum difference command is input. Specifically, when a maximum difference command is input, the sub-CPU 51 identifies the maximum difference from that command. Then, the sub-CPU 51 updates the identified maximum difference to the sub-maximum difference information that can be identified. The sub-maximum difference information is stored in the sub-RWM 53.
[0104] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the complete function activation notification process, the sub-CPU 51 determines whether a specific planned command has been entered. If no specific planned command has been entered, the sub-CPU 51 terminates the complete function activation notification process. On the other hand, if a specific planned command has been entered, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation notification begins. In the gaming machine 10, if the power supply is cut off after the execution of the complete function activation notification has begun, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. However, even if the power supply is cut off after the execution of the complete function activation notification has begun, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation notification may be prevented from being resumed.
[0105] Next, we will explain the complete function activation warning process performed by the sub-CPU 51. In the complete function activation warning process, it is determined whether the sub-CPU 51 has updated the maximum difference information for sub-units. If the maximum difference information for sub-units has not been updated, the sub-CPU 51 terminates the complete function activation warning process. If the maximum difference information for sub-units has been updated, the sub-CPU 51 determines whether the maximum difference that can be determined from the updated maximum difference information for sub-units exceeds the starting number when the complete function activation warning is not being executed (hereinafter, this determination will be referred to as the "starting number determination"). If the starting number determination determines that the maximum difference that can be determined from the updated maximum difference information for sub-units exceeds the starting number, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation warning is started. On the other hand, if the starting number determination determines that the maximum difference that can be determined from the updated maximum difference information for sub-units does not exceed the starting number, the sub-CPU 51 does not start the execution of the complete function activation warning. Incidentally, if the sub-CPU 51 receives an unspecified command, it terminates the execution of the complete function activation warning. In the gaming machine 10, the maximum difference is reset when the power supply is interrupted. Therefore, in the gaming machine 10, even if the power supply is interrupted after the execution of the complete function activation warning has started, and then the machine is restored without the initialization process being executed upon power supply restoration, the execution of the complete function activation warning will not be resumed. However, if the power supply is interrupted after the execution of the complete function activation warning has started, and then the machine is restored without the initialization process being executed upon power supply restoration, the complete function activation warning may be executed again.
[0106] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the complete function activation notification process, the sub-CPU 51 determines whether an unspecified command has been entered. If no unspecified command has been entered, the sub-CPU 51 terminates the complete function activation notification process. If an unspecified command has been entered, the sub-CPU 51 controls the display device 25 to start the execution of the complete function activation notification. In the gaming machine 10, if the power supply is interrupted after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. Alternatively, the execution of the complete function activation notification may be prevented from being resumed even if the power supply is interrupted after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power.
[0107] The gaming machine 10 is capable of performing a rainbow light emission effect as a first multicolor effect in the decorative lamp 17. That is, in this embodiment, the first effect unit is capable of performing a first multicolor effect. The rainbow light emission effect is performed in a multicolor manner. Specifically, the rainbow light emission effect can be performed in a multicolor manner by being performed in a rainbow manner with respect to rainbow colors. In other words, the rainbow light emission effect can be performed in a multicolor manner by being performed in a rainbow manner with respect to rainbow colors.
[0108] As shown in Figure 6, the rainbow light effect is executed in a multicolor manner by changing the light color of the decorative lamp 17 over time. For example, in the rainbow light effect, the light color of the decorative lamp 17 changes in the order of "red" → "orange" → "yellow" → "yellow-green" → "green" → "blue" → "purple" → "red" → "orange" →... and is executed in a multicolor manner. In this way, since the light color of the decorative lamp 17 changes over time in the rainbow light effect, it is possible to identify that it is executed in a multicolor manner over time. In other words, it is possible to identify that the first multicolor effect is executed in a multicolor manner over time. That is, the first multicolor effect is executed in a multicolor manner by changing the light color of the first effect unit over time. Note that the change in the light color of the decorative lamp 17 in the rainbow light effect shown in Figure 6 is just one example and is not limited to this. The light colors of the decorative lamp 17 in the rainbow light effect do not necessarily have to include the colors shown in Figure 6. Furthermore, the number of colors of the decorative lamps 17 used in the rainbow light-up effect may be less than seven, or seven or more.
[0109] In the gaming machine 10, the rainbow light-up effect can be performed during the execution of a special game. When the rainbow light-up effect is performed, it can be suggested or notified that the game will proceed favorably for the player after the execution of the rainbow light-up effect. That is, the first multi-color effect can be suggested or notified that the game will proceed favorably after the execution of the first multi-color effect. In other words, in this embodiment, when the first multi-color effect is performed, it can be suggested or notified that the game will proceed favorably after the execution of the first multi-color effect. Specifically, in this embodiment, the rainbow light-up effect is performed only when the special game being played results in a jackpot, a first jackpot game is awarded after the special game is completed, and the game is then controlled to a probability variation state. Therefore, in this embodiment, when the rainbow light-up effect is performed, the player can identify that the special game being played results in a jackpot, that is, that they have won a jackpot. Also, in this embodiment, when the rainbow light-up effect is performed, the player can identify that a first jackpot game will be awarded after the special game is completed. Furthermore, in this embodiment, when the rainbow light-up effect is performed, the player can identify that they are controlled to a probability variation state. Thus, when the rainbow light-up effect is performed in this embodiment, the player can identify that the game will proceed favorably thereafter. In this embodiment, the event that can trigger the execution of the rainbow light-up effect as the first multi-color effect is the event in which a jackpot is won and the first jackpot game is granted, that is, the event in which a jackpot is won and the first jackpot game is granted.
[0110] During the execution of the special game, there are several timings at which the rainbow light-up effect can be initiated. For example, the rainbow light-up effect can be initiated before the start of the reach effect and after the start of the reach effect. When the rainbow light-up effect is initiated, it will continue to run until the special game ends.
[0111] In this embodiment, the rainbow light effect is performed in a multicolor manner, but the complete function activation warning is performed in a manner different from the multicolor manner. Similarly, in this embodiment, the rainbow light effect is performed in a multicolor manner, but the complete function activation notice is performed in a manner different from the multicolor manner. Furthermore, in this embodiment, the rainbow light effect is performed in a multicolor manner, but the complete function activation notification is performed in a manner different from the multicolor manner. Thus, in this embodiment, the effects related to the activation of the complete function are performed in a manner different from the multicolor manner of the first multicolor effect. In other words, in this embodiment, the effects related to the activation of the complete function are not performed in a rainbow manner.
[0112] The gaming machine 10 is capable of executing a rainbow display effect in the display device 25. In this embodiment, the rainbow display effect corresponds to a second multicolor effect. Furthermore, the rainbow display effect corresponds to a predetermined second multicolor effect within the second multicolor effect. Thus, there is a predetermined second multicolor effect within the second multicolor effect. That is, in this embodiment, the second display unit is capable of executing a second multicolor effect. The rainbow display effect is executed in a multicolor manner. Specifically, the rainbow display effect can be executed in a multicolor manner by being executed in a manner that expresses rainbow colors. In other words, the rainbow display effect can be executed in a multicolor manner by being executed in a manner that expresses rainbow colors.
[0113] As shown in Figure 7, in the rainbow display effect, an effect image EF with a flame motif is displayed on the effect display device 25. The effect image EF is an image that includes rainbow colors. The rainbow display effect is performed in a multicolor manner by displaying the effect image EF which includes rainbow colors corresponding to specific colors. That is, in this embodiment, a predetermined second multicolor effect (second multicolor effect) is performed in a multicolor manner by displaying an image which includes specific colors. Furthermore, it is possible to determine that the rainbow display effect is being performed in a multicolor manner regardless of the passage of time. That is, it is possible to determine that a predetermined second multicolor effect is being performed in a multicolor manner regardless of the passage of time.
[0114] Furthermore, the multiple colors that constitute the multicolor pattern in the effect image EF can change over time. As a result, the colors of the effect image EF can change over time. Specifically, in the rainbow display effect, as time passes, the multiple colors that constitute the multicolor pattern in the effect image EF change so that they move from bottom to top. For example, suppose the multiple colors that constitute the multicolor pattern in the effect image EF are the first color, the second color, and the third color. In this case, in the rainbow display effect, as time passes, the situation changes from "first color → second color → third color" from bottom to "third color → first color → second color" from bottom to bottom, and then repeatedly changes to "second color → third color → first color" from bottom to bottom. In this way, the colors of the rainbow display effect can change over time. That is, a given second multicolor effect can change its colors over time. Note that the multiple colors that constitute the effect image EF may be less than seven colors or seven or more colors.
[0115] In the gaming machine 10, the rainbow display effect can be performed while a special game is in progress. The rainbow display effect can suggest or inform that the game is progressing favorably or is progressing favorably. That is, a predetermined second multicolor effect can suggest or inform that the game is progressing favorably or is progressing favorably. In other words, when the predetermined second multicolor effect is performed, it can suggest or inform that the game is progressing favorably or is progressing favorably. Specifically, in this embodiment, the rainbow display effect is performed only when the special game in progress is going to result in a jackpot, that is, when a jackpot has been won. That is, the rainbow display effect in this embodiment is performed only when a jackpot game is awarded. Therefore, in this embodiment, when the rainbow display effect is performed, the player can identify that the special game in progress is going to result in a jackpot, that is, when a jackpot has been won. That is, in this embodiment, when the rainbow display effect is performed, the player can identify that a jackpot game will be awarded after the special game in progress has finished. Thus, when the rainbow display effect is performed in this embodiment, the player can determine whether the game is progressing favorably or whether the game is progressing favorably. In this embodiment, the event that can trigger the execution of the rainbow display effect as a predetermined second multicolor effect (second multicolor effect) is the event of winning a jackpot, that is, the event of being granted a jackpot game.
[0116] During the execution of a special game, there are several timings at which the rainbow display effect can be initiated. For example, there is a first post-start timing, which occurs after the start of the reach effect, and a second post-start timing, which occurs after the start of the reach effect but after the first post-start timing. When the rainbow display effect is executed, it continues to run until a predetermined duration has elapsed.
[0117] In this embodiment, the rainbow display effect is performed in a multicolor manner, but the complete function activation warning is performed in a manner different from the multicolor manner. Similarly, in this embodiment, the rainbow display effect is performed in a multicolor manner, but the complete function activation notification is performed in a manner different from the multicolor manner. Furthermore, in this embodiment, the rainbow display effect is performed in a multicolor manner, but the complete function activation notification is performed in a manner different from the multicolor manner. Thus, in this embodiment, the effects related to the activation of the complete function are performed in a manner different from the multicolor manner of a predetermined second multicolor effect (second multicolor effect).
[0118] The gaming machine 10 is capable of performing a winning count display animation. In the winning count display animation, a winning count image GP, which includes a number indicating the number of prize balls won, including the number of prize balls awarded when a game ball enters the large prize pocket 29, is displayed on the animation display device 25. The winning count display animation can suggest or inform the number of prize balls won during the jackpot game from the time a jackpot is won and a jackpot game is awarded in the normal state until the high base state ends and a special game is played in the low base state. In other words, when the winning count display animation is performed, it can suggest or inform the number of prize balls won during the jackpot game from the time a jackpot is won and a jackpot game is awarded in the normal state until the high base state ends and a special game is played in the low base state. Furthermore, the number of prize balls earned during the jackpot game, from the time a jackpot is won and a jackpot game is granted in the normal state until the high-base state ends and a special game is executed in the low-base state, corresponds to the number of prize balls earned through the granting of jackpot games during a winning streak. In the following explanation, the number of prize balls earned through the granting of jackpot games during a winning streak may be simply referred to as "the number of prize balls earned during a winning streak."
[0119] For example, the acquired ball count image GP shown in Figure 8(a), which contains the text information "10120 acquired," corresponds to an acquired ball count image GP that can suggest or notify that the number of balls acquired during a winning streak is "10120." The acquired ball count animation shown in Figure 8(a) is an acquired ball count animation performed in the normal display mode. In the acquired ball count animation in the normal display mode, the acquired ball count image GP is an image containing white text information. In the acquired ball count animation in the normal display mode, the text information included in the acquired ball count image GP has the outline of the characters outlined in black.
[0120] In the gaming machine 10, the number of winnings display may be executed in a normal display mode or in a special display mode. In this embodiment, the number of winnings display executed in a special display mode, that is, the number of winnings display in a special display mode, corresponds to the second multicolor display. The number of winnings display in a special display mode corresponds to a specific second multicolor display among the second multicolor displays. Thus, there is a specific second multicolor display within the second multicolor display. In other words, in this embodiment, the second display unit is capable of executing the second multicolor display. The number of winnings display in a special display mode is executed in a multicolor mode. Specifically, the number of winnings display in a special display mode can be executed in a multicolor mode by being executed in a manner that expresses rainbow colors. In other words, the number of winnings display in a special display mode can be executed in a multicolor mode by being executed in a manner that expresses rainbow colors.
[0121] The acquisition count animation shown in Figure 8(b) is an acquisition count animation executed in a special display mode. In the acquisition count animation in the special display mode, the acquisition count image GP is an image containing rainbow-colored text information. In the acquisition count animation in the special display mode, the text information contained in the acquisition count image GP has its outline outlined in black. Thus, the acquisition count image GP displayed in the acquisition count animation in the special display mode is an image containing rainbow colors. The acquisition count animation in the special display mode is executed in a multicolor mode by displaying an acquisition count image GP containing rainbow colors corresponding to specific colors. That is, in this embodiment, a specific second multicolor animation (second multicolor animation) is executed in a multicolor mode by displaying an image containing specific colors. Furthermore, it is possible to determine that the acquisition count animation in the special display mode is executed in a multicolor mode regardless of the passage of time. That is, it is possible to determine that a specific second multicolor animation is executed in a multicolor mode regardless of the passage of time. Furthermore, in the gaming machine 10, both the normal display mode for the number of acquired items and the special display mode for the number of acquired items share the characteristic that the outlines of the characters in the text information included in the number of acquired items image GP are outlined in black.
[0122] Furthermore, the multiple colors that make up the multicolor aspect of the acquired count image GP displayed in the special display mode's acquired count animation do not change over time. Therefore, the colors of the acquired count image GP displayed in the special display mode's acquired count animation do not change over time. In this way, while the multiple colors that make up the multicolor aspect of the effect image EF displayed in the rainbow display animation can change over time, the multiple colors that make up the multicolor aspect of the acquired count image GP displayed in the special display mode's acquired count animation do not change over time. Thus, the colors of a particular second multicolor animation do not change over time. Note that the multiple colors that make up the multicolor aspect of the acquired count image GP displayed in the special display mode's acquired count animation may be less than 7 colors or 7 colors or more.
[0123] As mentioned above, the number of acquired balls display can suggest or notify the number of prize balls acquired during a winning streak. In the gaming machine 10, the number of acquired balls display can suggest or notify the number of prize balls acquired during a winning streak, regardless of whether it is performed in the normal display mode or the special display mode. In contrast, the rainbow display mode can suggest or notify either that the game is progressing favorably or that the game is progressing favorably. For this reason, the number of acquired balls display in the special display mode can suggest or notify content that is different from what can be suggested or notified by the execution of the rainbow display mode. That is, in this embodiment, a specific second multicolor display can suggest or notify content that is different from what can be suggested or notified by the execution of a predetermined second multicolor display.
[0124] In the gaming machine 10, the winnings display can be performed from the time a jackpot is won in the normal state and a jackpot game is granted until the high base state ends and a special game is executed in the low base state. Furthermore, the winnings display can be performed during the execution of the special game. In addition, the winnings display can be performed when a jackpot game is granted.
[0125] In the gaming machine 10, when the execution of the winning count performance is started, the winning count performance is performed in the normal display mode. Then, when the winning count performance is being performed in the normal display mode, if the number of prize balls won during a winning streak reaches a predetermined switching number, the execution of the winning count performance is started in the special display mode. When the number of prize balls won during a winning streak reaches the switching number, the winning count performance in the special display mode is emphasized, and the winning count performance in the special display mode is started. In this embodiment, the event that can trigger the execution of the winning count performance in the special display mode as a specific second multicolor performance (second multicolor performance) is the event that the number of prize balls won during a winning streak reaches the switching number.
[0126] For example, as shown in Figure 9(a), if the number of switching units is set to "50,000", when the number of prize balls won during a winning streak reaches "50,000", the special display mode for the number of balls won is emphasized and the special display mode for the number of balls won is started. As shown in Figure 9(a), when the number of prize balls won during a winning streak reaches the switching unit, the number of balls won image GP is displayed on the display device 25 larger than usual, and the special display mode for the number of balls won is emphasized. Furthermore, as shown in Figure 9(a), when the number of prize balls won during a winning streak reaches the switching unit, the number of balls won image GP is displayed on the display device 25 in the center of the display area 25r of the display device 25, and the special display mode for the number of balls won is emphasized. Since the special display mode for the number of balls won is emphasized for a predetermined emphasis time, the game machine 10 temporarily emphasizes the special display mode for the number of balls won when the number of prize balls won during a winning streak reaches the switching unit. Thus, in the gaming machine 10, when the number of prize balls won during a winning streak reaches a certain number, the special display mode for the number of balls won is emphasized.
[0127] As mentioned above, in the gaming machine 10, the more times the event of winning a jackpot occurs, the more times jackpot games are granted, and the more gaming media the player tends to possess. Furthermore, in the gaming machine 10, if jackpot games are granted multiple times before the high base state ends and a special game is executed in the low base state, that is, before the winning streak ends, the number of prize balls won during the winning streak tends to increase accordingly. Therefore, in the gaming machine 10, the more times the event of winning a jackpot occurs, the more likely it is that the number of prize balls won during the winning streak will reach the switching number (the more likely it is that an event that triggers the execution of the special display type of prize ball animation will occur), and the more likely it is that the special display type of prize ball animation will be executed. In particular, in the gaming machine 10, if a jackpot is won and the first jackpot game is granted, the winning streak is more likely to continue, and as a result, the number of times jackpot games are granted before the winning streak ends tends to increase, and the number of prize balls won during the winning streak tends to increase accordingly. Therefore, in the gaming machine 10, the more times the event of winning a jackpot and being granted the first jackpot game occurs, the easier it becomes for the number of prize balls acquired during a winning streak to reach the switching number (the easier it becomes for the event that triggers the execution of the special display mode for the number of acquired balls), and the easier it becomes for the special display mode for the number of acquired balls to be executed.
[0128] Furthermore, in the gaming machine 10, when the number of acquired balls is already being displayed in a special display mode, the number of acquired balls display in the special display mode may be emphasized. In the gaming machine 10, after the number of acquired balls display in the special display mode has been executed, when the number of acquired balls during a winning streak reaches a predetermined number of re-emphasized balls, the number of acquired balls display in the special display mode is emphasized. In the gaming machine 10, after the number of acquired balls display in the special display mode has been executed, each time the number of acquired balls during a winning streak reaches a predetermined number of re-emphasized balls, the number of acquired balls display in the special display mode is emphasized. Thus, in the gaming machine 10, after the number of acquired balls during a winning streak reaches a switching number, each time the number of acquired balls during a winning streak reaches a predetermined number of re-emphasized balls, the number of acquired balls display in the special display mode is emphasized. Note that since the number of acquired balls display in the special display mode is emphasized for a predetermined emphasis time, in the gaming machine 10, after the number of acquired balls during a winning streak reaches a switching number, each time the number of acquired balls during a winning streak reaches a predetermined number of re-emphasized balls, the number of acquired balls display in the special display mode is temporarily emphasized.
[0129] For example, as shown in Figure 9(b), if the number of re-emphasized items is set to "70000", when the number of prize balls won during a winning streak reaches "70000", the winning number animation of the special display mode that is already being executed is emphasized. As shown in Figure 9(b), when the number of prize balls won during a winning streak reaches the number of re-emphasized items, the winning number image GP is displayed on the animation display device 25 larger than usual, and the winning number animation of the special display mode is emphasized. Furthermore, as shown in Figure 9(a), when the number of prize balls won during a winning streak reaches the number of re-emphasized items, the winning number image GP is displayed on the animation display device 25 in the center of the display area 25r of the animation display device 25, and the winning number animation of the special display mode is emphasized. In this way, the gaming machine 10 can emphasize the execution of the winning number animation of the special display mode when the winning number animation of the special display mode is already being executed. That is, this embodiment can emphasize the execution of a specific second multicolor animation when a specific second multicolor animation is already being executed.
[0130] In this embodiment, the acquisition count display in the special display mode is performed in a multicolor mode, but the complete function activation warning is performed in a mode different from the multicolor mode. Similarly, in this embodiment, the acquisition count display in the special display mode is performed in a multicolor mode, but the complete function activation notice is performed in a mode different from the multicolor mode. Furthermore, in this embodiment, the acquisition count display in the special display mode is performed in a multicolor mode, but the complete function activation notification is performed in a mode different from the multicolor mode. Thus, in this embodiment, the display related to the activation of the complete function is performed in a mode different from the multicolor mode of a specific second multicolor display (second multicolor display).
[0131] In the gaming machine 10, as the number of prize balls won during a winning streak increases, the maximum difference also increases accordingly, and as a result, the maximum difference approaches a predetermined value. For this reason, in the gaming machine 10, the more prize balls won during a winning streak, the higher the probability that the completion function will be activated afterward, and as a result, the higher the probability that the completion function activation warning will be executed. Similarly, in the gaming machine 10, the more prize balls won during a winning streak, the higher the probability that the completion function will be activated afterward, and as a result, the higher the probability that the completion function activation notice will be executed. Furthermore, in the gaming machine 10, the more prize balls won during a winning streak, the higher the probability that the completion function will be activated afterward, and as a result, the higher the probability that the completion function activation notification will be executed. In particular, in the gaming machine 10, when the number of prize balls won during a winning streak increases, the number of acquired balls will be displayed in a special display mode rather than the normal display mode. Therefore, in the gaming machine 10, when a special display mode for the number of acquired items is performed, the probability of a complete function activation warning being executed afterward is higher than before the special display mode for the number of acquired items is performed. Similarly, in the gaming machine 10, when a special display mode for the number of acquired items is performed, the probability of a complete function activation notification being executed afterward is higher than before the special display mode for the number of acquired items is performed. Furthermore, in the gaming machine 10, when a special display mode for the number of acquired items is performed, the probability of a complete function activation notification being executed afterward is higher than before the special display mode for the number of acquired items is performed.
[0132] In the gaming machine 10, the winning count display can be executed when the rainbow flashing display is being executed. Similarly, the rainbow flashing display can be executed when the winning count display is being executed. For example, the winning count display in its normal display mode can be executed when the rainbow flashing display is being executed. Similarly, the rainbow flashing display can be executed when the winning count display in its normal display mode is being executed.
[0133] For example, as shown in Figure 10(a), the special display mode for the number of acquired items can be executed when the rainbow light-up effect is being performed. Similarly, the rainbow light-up effect can be executed when the special display mode for the number of acquired items is being performed. Furthermore, in the gaming machine 10, the rainbow light-up effect and the special display mode for the number of acquired items can be executed in parallel. That is, in this embodiment, the first multicolor effect and a specific second multicolor effect (second multicolor effect) can be executed in parallel.
[0134] In the gaming machine 10, the rainbow display effect can be performed when the rainbow light-up effect is being performed. Similarly, the rainbow light-up effect can be performed when the rainbow display effect is being performed.
[0135] For example, as shown in Figure 10(b), the rainbow display effect can be executed when the rainbow light-up effect is being executed. Similarly, the rainbow light-up effect can be executed when the rainbow display effect is being executed. Furthermore, in the gaming machine 10, the rainbow light-up effect and the rainbow display effect can be executed in parallel. That is, in this embodiment, the first multicolor effect and a predetermined second multicolor effect (second multicolor effect) can be executed in parallel.
[0136] However, in the gaming machine 10, the winning count animation and the rainbow display animation are not executed in parallel. For example, if the rainbow display animation is executed while the winning count animation is being executed, the winning count animation will not be executed on the animation display device 25, and the execution of the winning count animation will be interrupted. After the rainbow display animation finishes, the execution of the winning count animation will resume on the animation display device 25.
[0137] For example, as shown in Figure 10(a), when the special display mode acquisition count animation is being performed on the performance display device 25, if the rainbow display animation is performed, as shown in Figure 10(b), the special display mode acquisition count animation will no longer be performed on the performance display device 25. As a result, the special display mode acquisition count animation will no longer be performed on the performance display device 25, making it difficult to see. In this way, when only the special display mode acquisition count animation is being performed among the rainbow display animation and the special display mode acquisition count animation, if the rainbow display animation is performed, the special display mode acquisition count animation will be hidden on the performance display device 25. And when only the special display mode acquisition count animation is being performed among the rainbow display animation and the special display mode acquisition count animation, if the rainbow display animation is performed, the special display mode acquisition count animation will be difficult to see. That is to say, in this embodiment, when only the specific second multicolor animation is being performed among a predetermined second multicolor animation and a specific second multicolor animation, if the predetermined second multicolor animation is performed, the specific second multicolor animation will be hidden or difficult to see.
[0138] In the gaming machine 10, the more times the rainbow flashing effect is performed, the fewer the number of switches. As a result, in the gaming machine 10, the more times the rainbow flashing effect is performed, the more likely the number of acquired balls effect is to be performed in a special display mode. Therefore, in the gaming machine 10, the more times the event of a big win resulting in the granting of the first big win game occurs, the more likely the event of the number of acquired balls during a winning streak reaching the number of switches occurs. In other words, in the gaming machine 10, the more times the event that can trigger the rainbow flashing effect occurs, the more likely the event that triggers the acquisition number effect in a special display mode occurs. That is to say, in this embodiment, the more times the event that can trigger the first multicolor effect occurs, the more likely the event that triggers a specific second multicolor effect (second multicolor effect) occurs.
[0139] Furthermore, in the gaming machine 10, the more times the rainbow flashing effect is executed, the more likely it is that the number of prize balls acquired during a winning streak will reach the re-emphasized number. As a result, in the gaming machine 10, the more times the rainbow flashing effect is executed, the more likely it is that the special display mode for the number of acquired balls will be emphasized. Therefore, in the gaming machine 10, the more times the event of a big win resulting in the granting of the first big win game occurs, the more likely it is that the number of prize balls acquired during a winning streak will reach the re-emphasized number. In other words, in the gaming machine 10, the more times the event that can trigger the execution of the rainbow flashing effect occurs, the more likely it is that an event that can trigger the emphasis of the special display mode for the number of acquired balls will occur. That is to say, in this embodiment, the more times the event that can trigger the execution of the first multicolor effect occurs, the more likely it is that an event that can trigger the emphasis of a specific second multicolor effect (second multicolor effect) that has already been executed will occur.
[0140] In the gaming machine 10, the more times the rainbow display effect is executed, the fewer the number of changes occurs. As a result, in the gaming machine 10, the more times the rainbow display effect is executed, the more likely the number of acquired balls effect is to be executed in a special display mode. Therefore, in the gaming machine 10, the more times the event resulting in a jackpot occurs, the more likely the event in which the number of acquired balls during a winning streak reaches the number of changes occurs. In other words, in the gaming machine 10, the more times the event that can trigger the execution of the rainbow display effect occurs, the more likely the event that triggers the execution of the number of acquired balls effect in a special display mode occurs. That is to say, in this embodiment, the more times the event that can trigger the execution of a predetermined second multicolor effect occurs, the more likely the event that triggers the execution of a specific second multicolor effect occurs.
[0141] Furthermore, in the gaming machine 10, the more times the rainbow display effect is executed, the more likely it is that the number of prize balls won during a winning streak will reach the re-emphasized number. As a result, in the gaming machine 10, the more times the rainbow display effect is executed, the more likely it is that the special display mode for the number of prize balls won will be emphasized. Therefore, in the gaming machine 10, the more times events that result in a jackpot occur, the more likely it is that events that result in the number of prize balls won during a winning streak will reach the re-emphasized number. In other words, in the gaming machine 10, the more times events that can trigger the execution of the rainbow display effect occur, the more likely it is that events that trigger the emphasis on the special display mode for the number of prize balls won will occur. That is to say, in this embodiment, the more times events that can trigger the execution of a predetermined second multicolor effect occur, the more likely it is that events that trigger the emphasis on a specific second multicolor effect that has already been executed will occur.
[0142] As shown in Figure 11, in the gaming machine 10, the number of switches decreases as the total number of executions of the rainbow flashing effect and the rainbow display effect (hereinafter sometimes simply referred to as "total execution count") increases. Specifically, in the gaming machine 10, the number of switches is "70000" when the total execution count is "0". The number of switches is "50000" when the total execution count is "1". The number of switches is "30000" when the total execution count is "2". The number of switches is "20000" when the total execution count is "3". The number of switches is "10000" when the total execution count is "4 or more". Thus, in the gaming machine 10, the number of switches decreases as the total execution count increases.
[0143] Furthermore, in the gaming machine 10, the number of re-emphasized items decreases as the total number of executions increases. Specifically, in the gaming machine 10, the number of re-emphasized items when the total number of executions is "0" is a "multiple of 10,000". When the total number of executions is "1", the number of re-emphasized items is a "multiple of 5,000". When the total number of executions is "2", the number of re-emphasized items is a "multiple of 2,500". When the total number of executions is "3", the number of re-emphasized items is a "multiple of 2,000". When the total number of executions is "4 or more", the number of re-emphasized items is a "multiple of 1,000". Thus, in the gaming machine 10, the number of re-emphasized items decreases as the total number of executions increases. As a result, in the gaming machine 10, as the total number of executions increases, the number of times the number of prize balls acquired during a winning streak reaches the number of re-emphasized items, that is, the number of times the acquisition number display in the special display mode is emphasized, tends to increase.
[0144] The number of times the rainbow light-up effect has been performed is reset when the high base state ends and a special game is played in the low base state, that is, when the winning streak ends. Similarly, the number of times the rainbow display effect has been performed is reset when the winning streak ends. In other words, the total number of executions is reset when the winning streak ends.
[0145] In the gaming machine 10, when a special display mode for the number of acquired balls is performed, the starting number that triggers the execution of the complete function activation warning is smaller than before the special display mode for the number of acquired balls is performed. Therefore, in the gaming machine 10, when a special display mode for the number of acquired balls is performed, the probability that the complete function activation warning will be executed afterward is higher than before the special display mode for the number of acquired balls is performed. In other words, in this embodiment, when a specific second multicolor performance is performed, the probability that a performance related to the activation of the complete function will be executed afterward is higher than before the specific second multicolor performance is performed.
[0146] As shown in Figure 12, in the gaming machine 10, when the special display mode for the number of acquired balls is not being performed (indicated as "not performed" in Figure 12), the starting number is "85,000". In addition, in the gaming machine 10, when the special display mode for the number of acquired balls is being performed, the starting number is "65,000". Thus, in the gaming machine 10, when the special display mode for the number of acquired balls is performed, the starting number decreases, and the timing of the completion function activation warning starts earlier, which increases the probability that the completion function activation warning will be executed afterward.
[0147] The following describes the control of various effects, including the rainbow light effect, the rainbow display effect, and the acquisition count effect. First, we will explain the rainbow light effect processing involved in executing the rainbow light effect.
[0148] In the rainbow light-up effect processing, when a symbol command is input, the sub-CPU 51 determines whether the special symbol that can be identified from the symbol command is the first jackpot symbol. If the special symbol that can be identified from the symbol command is not the first jackpot symbol, the sub-CPU 51 terminates the rainbow light-up effect processing. On the other hand, if the special symbol that can be identified from the symbol command is the first jackpot symbol, the sub-CPU 51 performs a first execution lottery to determine whether to execute the rainbow light-up effect. In this embodiment, if the first execution lottery is won, it is decided to execute the rainbow light-up effect, and if the first execution lottery is lost, it is decided not to execute the rainbow light-up effect. For example, the probability of winning the first execution lottery may differ depending on the type of variation pattern that can be identified from the variation pattern command.
[0149] If the first execution lottery is unsuccessful, the sub-CPU 51 terminates the rainbow light effect processing. If the first execution lottery is successful, the sub-CPU 51 determines the timing to start the rainbow light effect. For example, the sub-CPU 51 determines the timing to start the rainbow light effect from among the possible timings for starting the rainbow light effect. Note that there may be only one timing for starting the rainbow light effect, or there may be no multiple timings. If there is only one timing for starting the rainbow light effect, the process of determining the timing to start the rainbow light effect may be omitted. Once the timing to start the rainbow light effect is determined, the sub-CPU 51 terminates the rainbow light effect processing.
[0150] Subsequently, when the time comes to start the rainbow light effect, the sub-CPU 51 controls the decorative lamps 17 so that the rainbow light effect is executed. While the rainbow light effect is running, the sub-CPU 51 controls the decorative lamps 17 so that the color of the light emitted by the decorative lamps 17 changes over time. Then, when the special game ends, the sub-CPU 51 terminates the execution of the rainbow light effect.
[0151] Furthermore, when the sub-CPU 51 executes the rainbow light-up effect, it adds 1 to the identifiable value from the information that identifies the number of times the rainbow light-up effect has been executed (hereinafter referred to as the rainbow light-up effect count information) and updates it. The rainbow light-up effect count information is stored in the sub-RWM 53. Also, when the high base state ends and a special game is executed in the low base state, the sub-CPU 51 initializes the rainbow light-up effect count information. At this time, the sub-CPU 51 initializes the rainbow light-up effect count information by setting the identifiable value from the rainbow light-up effect count information to 0.
[0152] Next, we will explain the rainbow display effect processing related to the execution of the rainbow display effect (effect effect). In the rainbow display effect processing, when a symbol command is input, the sub-CPU 51 determines whether the special symbol that can be identified from the symbol command is a winning symbol. If the special symbol that can be identified from the symbol command is not a winning symbol, the sub-CPU 51 terminates the rainbow display effect processing. On the other hand, if the special symbol that can be identified from the symbol command is a winning symbol, the sub-CPU 51 performs a second execution lottery to determine whether to execute the rainbow display effect. In this embodiment, if the second execution lottery is won, it is decided to execute the rainbow display effect, and if the second execution lottery is not won, it is decided not to execute the rainbow display effect. For example, the probability of winning the second execution lottery may differ depending on the type of variation pattern that can be identified from the variation pattern command. Also, in this embodiment, it is determined whether the special game will result in a jackpot based on whether the special symbol that can be identified from the symbol command is a winning symbol, but for example, it may be determined whether the special game will result in a jackpot based on whether the variation pattern that can be identified from the variation pattern command is a winning variation pattern.
[0153] If the second execution lottery is unsuccessful, the sub-CPU 51 terminates the rainbow display animation process. If the second execution lottery is successful, the sub-CPU 51 determines the timing to start the rainbow display animation. For example, the sub-CPU 51 determines the timing to start the rainbow display animation from among the possible timings for starting the rainbow display animation. Note that there may be only one timing for starting the rainbow display animation, or there may be no multiple timings. If there is only one timing for starting the rainbow display animation, the process of determining the timing to start the rainbow display animation may be omitted. Once the timing to start the rainbow display animation has been determined, the sub-CPU 51 terminates the rainbow display animation process.
[0154] Subsequently, when the timing to start the rainbow display effect arrives, the sub-CPU 51 controls the effect display device 25 to display the effect image EF and execute the rainbow display effect. While the rainbow display effect is running, the sub-CPU 51 controls the effect display device 25 so that the colors of the effect image EF change over time. Then, when a predetermined duration has elapsed since the start of the rainbow display effect, the sub-CPU 51 terminates the execution of the rainbow display effect. Incidentally, the layer that displays the operation notification image SY is in front of (on the player's side of) the layer that displays the effect image EF. Similarly, the layer that displays the operation warning image SK is in front of (on the player's side of) the layer that displays the effect image EF.
[0155] Furthermore, when the sub-CPU 51 executes the rainbow display effect, it adds 1 to the identifiable value (hereinafter referred to as the rainbow display effect count information) from the identifiable information of the number of times the rainbow display effect has been executed, and updates it. The rainbow display effect count information is stored in the sub-RWM 53. Also, when the high base state ends and a special game is executed in the low base state, the sub-CPU 51 initializes the rainbow display effect count information. At this time, the sub-CPU 51 initializes the rainbow display effect count information by setting the identifiable value from the rainbow display effect count information to 0.
[0156] Next, we will explain the process for executing the acquisition count animation. The sub-CPU 51 controls the performance display device 25 so that when a jackpot is won and a jackpot game is granted in the normal state, the execution of the acquired number performance begins. The sub-RWM 53 stores information that can identify the number of prize balls acquired during a winning streak (hereinafter referred to as winning streak information). The sub-CPU 51 then controls the performance display device 25 so that an acquired number performance is executed that suggests or notifies a value that can be identified from the winning streak information. For example, if the value that can be identified from the winning streak information is "1220", the performance display device 25 is controlled to display an acquired number image GP containing the text information "1220 acquired", and an acquired number performance is executed that suggests or notifies a value that can be identified from the winning streak information. Incidentally, the layer that displays the operation notification image SY is in front of (on the player's side of) the layer that displays the acquired number image GP. Similarly, the layer that displays the acquired number image GP is in front of (on the player's side of) the layer that displays the effect image EF.
[0157] When the sub-CPU 51 receives a command to enter the big prize pocket, it adds "10," which corresponds to the number of prize balls awarded when one game ball enters the big prize pocket 29, to the consecutive win count information and updates the consecutive win count information. When the high base state ends and a special game is executed in the low base state, the sub-CPU 51 initializes the consecutive win count information. At this time, the sub-CPU 51 initializes the consecutive win count information by setting a value that can be identified from the consecutive win count information to 0.
[0158] Furthermore, after updating the consecutive win count information, the sub-CPU 51 determines whether the number of prize balls won during the consecutive wins, which can be determined from the updated consecutive win count information, has reached the number of switches (hereinafter, this determination will be referred to as the "switch reach determination"). Note that if the special display mode for the number of wins has already been executed, the sub-CPU 51 does not perform the switch reach determination. In performing the switch reach determination, the sub-CPU 51 calculates the sum of the value that can be determined from the rainbow flashing effect count information and the value that can be determined from the rainbow display effect count information, and determines the number of switches to be used for the switch reach determination from this sum. For example, if the sum of the value that can be determined from the rainbow flashing effect count information and the value that can be determined from the rainbow display effect count information is "2", the sub-CPU 51 determines that the number of switches to be used for the switch reach determination is "30000". Then, the sub-CPU 51 performs the switch reach determination using the determined number of switches.
[0159] If the sub-CPU 51 determines, based on the updated consecutive win count information, that the number of prize balls won during a winning streak has reached the switching limit, the sub-CPU 51 will execute the win count animation, which is normally performed in the normal display mode, in a special display mode. At this time, the sub-CPU 51 controls the animation display device 25 so that the win count animation in the special display mode is emphasized. For example, the sub-CPU 51 controls the animation display device 25 so that the win count animation in the special display mode is emphasized for a predetermined emphasis time. If the sub-CPU 51 determines, based on the updated consecutive win count information, that the number of prize balls won during a winning streak has not reached the switching limit, the sub-CPU 51 will not perform the win count animation in the special display mode.
[0160] Furthermore, when executing a special display mode for the number of acquired balls, if the sub-CPU 51 updates the consecutive wins information, it determines whether the number of prize balls acquired during the consecutive wins, which can be identified from the consecutive wins information, has reached the re-emphasized number (hereinafter, this determination will be referred to as the "re-emphasized number determination"). In performing the re-emphasized number determination, the sub-CPU 51 calculates the sum of the value that can be identified from the rainbow flashing effect count information and the value that can be identified from the rainbow display effect count information, and identifies the re-emphasized number to be used in the re-emphasized number determination from this sum. For example, if the sum of the value that can be identified from the rainbow flashing effect count information and the value that can be identified from the rainbow display effect count information is "2", the sub-CPU 51 determines that the re-emphasized number to be used in the re-emphasized number determination is "a multiple of 2500". Then, the sub-CPU 51 performs the re-emphasized number determination using the identified re-emphasized number. For example, suppose the sum of the value that can be identified from the rainbow flashing effect count information and the value that can be identified from the rainbow display effect count information is "2". In this case, if the number of prize balls won during a winning streak, which can be identified from the winning streak information, changes from not being a multiple of 2500 to being a multiple of 2500, the sub-CPU 51 determines that the number of prize balls won during a winning streak, which can be identified from the winning streak information, has reached the re-enhanced number due to the update.
[0161] In the re-emphasis reach determination, if the sub-CPU 51 determines that the number of prize balls won during a winning streak, which can be identified from the winning streak information through the update, has reached the re-emphasis number, the sub-CPU 51 controls the performance display device 25 so that the winning streak performance in the special display mode is emphasized. For example, in this case, the sub-CPU 51 controls the performance display device 25 so that the winning streak performance in the special display mode is emphasized for a predetermined emphasis time. Also, if the re-emphasis reach determination determines that the number of prize balls won during a winning streak, which can be identified from the winning streak information through the update, has not reached the re-emphasis number, the sub-CPU 51 does not emphasize the winning streak performance in the special display mode.
[0162] Next, we will explain how to determine the starting number of items based on whether or not the special display mode for the number of items acquired is executed. As mentioned above, in the complete function activation warning process, the sub-CPU 51 performs a starting number determination to determine whether the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number when the complete function activation warning is not being executed. In performing the starting number determination, the sub-CPU 51 identifies the starting number based on whether the acquisition number performance in the special display mode is being executed. Specifically, if the acquisition number performance in the special display mode is not being executed, the sub-CPU 51 identifies the starting number as "85000". On the other hand, if the acquisition number performance in the special display mode is being executed, the sub-CPU 51 identifies the starting number as "65000". Then, the sub-CPU 51 performs the starting number determination using the identified starting number. Subsequently, as mentioned above, if the starting number determination determines that the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number, the sub-CPU 51 controls the performance display device 25 so that the execution of the complete function activation warning is started.
[0163] Next, we will explain an example of how various effects are performed, based on Figures 13(a) to 13(d). As shown in Figure 13(a), if the number of prize balls won during a winning streak is "68,200", the display device 25 will display an image GP containing the text information "68,200 balls won", and the winning number animation will be executed. It should be assumed that the total number of executions at this time was "0". In the gaming machine 10, the number of switching operations when the total number of executions is "0" is "70,000". Therefore, as shown in Figure 13(a), the winning number animation will be executed in the normal display mode.
[0164] Subsequently, as shown in Figure 13(b), when the rainbow light effect is performed on the decorative lamp 17, the light color of the decorative lamp 17 changes over time and is performed in a multi-color mode. Also, the execution of the rainbow light effect results in a total execution count of "1". Thus, with a total execution count of "1", the number of switches becomes "50000". As a result, when the number of prize balls won during the winning streak reaches the number of switches, the number of acquired prize balls is executed in a special display mode and is performed in a multi-color mode.
[0165] Furthermore, in Figure 13(b), when the acquisition count animation is performed in a special display mode, the starting number changes from "85000" to "65000". If the maximum difference at this time is "65000 or more", the animation display device 25 will issue a complete function activation warning. At this time, the animation display device 25 will display the activation warning image SK and issue a complete function activation warning.
[0166] Furthermore, as shown in Figure 13(c), let's assume that in addition to the rainbow light-up effect, a rainbow display effect is also executed. At this time, the previously executed acquisition count effect is temporarily suspended, and the effect display device 25 displays the effect image EF and executes the rainbow display effect. Also, because the rainbow display effect is executed, the total number of executions becomes "2".
[0167] When the rainbow display effect ends, the display device 25 resumes the acquisition count effect. Since the layer displaying the operation warning image SK is in front of (on the player's side of) the layer displaying the effect image EF, when the complete function operation warning and the rainbow display effect are executed, the operation warning image SK is displayed over the effect image EF, and the complete function operation warning is executed with priority over the rainbow display effect.
[0168] In addition, as shown in Figure 13(d), when the total number of executions is "2", the number of re-emphasized items is a multiple of 2500. Therefore, when the number of prize balls won during a winning streak reaches "70000", which is a multiple of 2500, the special display mode for the number of balls won is emphasized. After a predetermined emphasis time has elapsed, the emphasis of the special display mode for the number of balls won ends.
[0169] The effects of this embodiment will be described below. (1) Rainbow illumination and rainbow display effects, which can be executed in a multi-color manner in common across different display devices, can be executed in parallel. When the rainbow illumination and rainbow display effects are being executed, the fact that they are executed in the same multi-color manner in parallel across different display devices can heighten the player's mood and enhance the appeal of the multi-color effects.
[0170] Furthermore, the rainbow light-up effect and the special display effect for the number of acquired items, which can be executed in a multi-color pattern in common across different display devices, can be executed in parallel. When the rainbow light-up effect and the special display effect for the number of acquired items are being executed, executing them in the same multi-color pattern in parallel across different display devices can heighten the player's excitement and enhance the appeal of the multi-color effects.
[0171] (2) The performances that can be executed in multicolor mode on the performance display device 25 include a rainbow display performance that can suggest or notify either that the game is progressing favorably or that the game is progressing favorably, and a special display performance of the number of wins that can suggest or notify content different from what can be suggested or notified by the execution of the rainbow display performance. Having multiple types of performances that can be executed in multicolor mode on the performance display device 25 can entertain players and enhance their enjoyment.
[0172] (3) The more frequently events that can trigger the execution of the rainbow light-up effect occur, the more likely it is that events that can trigger the execution of the special display mode acquisition count effect will occur. For this reason, even though the rainbow light-up effect and the special display mode acquisition count effect are both executed in a multi-color mode, it is possible to create a gameplay that increases attention to the increased frequency of the rainbow light-up effect, and consequently increases attention to the execution of the special display mode acquisition count effect, thereby enhancing the overall enjoyment of the game.
[0173] (4) In a situation where only the special display mode acquisition count animation is being performed among the rainbow display animation and the special display mode acquisition count animation, when the rainbow display animation is performed, the special display mode acquisition count animation will not be performed and will be hidden. In this way, when the special display mode acquisition count animation is already being performed, if the rainbow display animation, which can suggest or notify either that the game is progressing favorably or that it is progressing favorably, is performed, the special display mode acquisition count animation that was already being performed will be hidden. This prevents the special display mode acquisition count animation that was already being performed from interfering with the newly performed rainbow display animation, making it easier to enjoy both the special display mode acquisition count animation that was already being performed and the newly performed rainbow display animation, thereby effectively enhancing entertainment value.
[0174] (5) The more frequently events that can trigger the execution of the rainbow display effect occur, the more likely it is that events that can trigger the execution of the special display mode acquisition effect will occur. For this reason, even if the effects are executed in the same multi-color mode and on the same effect display device 25, it is possible to create a game that increases attention to the increasing number of times the rainbow display effect is executed, and consequently increases attention to the execution of the special display mode acquisition effect, thereby enhancing the enjoyment of the game.
[0175] (6) The rainbow light-up effect can be identified as being performed in a multicolor manner as time progresses. For this reason, even if the rainbow light-up effect is photographed with a camera while it is being performed, there is a risk that it will not be possible to recognize from the captured image that the rainbow light-up effect is being performed in a multicolor manner. On the other hand, the rainbow display effect can be identified as being performed in a multicolor manner regardless of the passage of time. In addition, the special display version of the acquired count effect can be identified as being performed in a multicolor manner regardless of the passage of time. For this reason, if the effect is photographed with a camera while the rainbow display effect or the special display version of the acquired count effect, which can be identified as being performed in a multicolor manner regardless of the passage of time, is being performed, it will be possible to recognize from the captured image that the effect is being performed in a multicolor manner. With the above configuration, suppose the rainbow light-up effect and the rainbow display effect or the special display version of the acquired count effect, which can be identified as being performed in a multicolor manner regardless of the passage of time, are being performed in parallel, and the effects are photographed with a camera. Even in such cases, if it is difficult to recognize from the captured image that the rainbow light effect is being performed in a multi-color manner, it is still possible to recognize that the rainbow display effect or the special display effect for the number of acquired items is being performed in a multi-color manner, making it easier to enjoy the effect performed in a multi-color manner.
[0176] (7) A rainbow display effect that can be identified as being performed in a multicolor manner regardless of the passage of time may have its colors change over time. Therefore, even if a rainbow display effect that can be identified as being performed in a multicolor manner regardless of the passage of time is performed, the colors will change over time, resulting in a change in appearance and enhancing its appeal.
[0177] (8) The performance display device 25 is capable of performing performances related to the activation of the complete function. When a special display mode for the number of acquired items is performed, the probability of a complete function activation warning being performed afterward is higher than before the special display mode for the number of acquired items is performed. In this way, by associating the special display mode for the number of acquired items with the performance related to the activation of the complete function, it is possible to create the enjoyment of paying attention to both the special display mode for the number of acquired items and the performance related to the activation of the complete function in a related manner, thereby improving the level of interest.
[0178] (9) The complete function activation warning is executed in a manner different from the multi-colored rainbow display effect and the special display effect for the number of acquired items. Therefore, for example, if the complete function activation warning were executed in the same manner as the multi-colored rainbow display effect and the special display effect for the number of acquired items, it would prevent the player from developing any kind of expectation.
[0179] (10) The rainbow light effect can be executed in a multicolor manner by being performed in a rainbow manner related to the rainbow colors. In contrast, the rainbow display effect and the acquisition count effect in the special display manner can be executed in a multicolor manner by being performed in a manner that expresses the rainbow colors. In this way, since the effects that are executed in a multicolor manner according to each effect device are executed in a multicolor manner, the rainbow colors can be expressed in accordance with each effect device. As a result, the effects that are executed in a multicolor manner can be executed better, the effects that are executed in a multicolor manner can be enjoyed more effectively, and the level of entertainment can be increased.
[0180] (11) The rainbow illumination effect is performed in a multicolor manner by changing the illumination color of the decorative lamp 17 over time. For this reason, even if the rainbow illumination effect is photographed with a camera while it is being performed, there is a risk that it will not be possible to recognize from the photographed image that the rainbow illumination effect is being performed in a multicolor manner. On the other hand, the rainbow display effect and the acquisition count effect in the special display mode are performed in a multicolor manner by displaying an image containing specific colors. For this reason, if the rainbow display effect or the acquisition count effect in the special display mode is being performed and the effect is photographed with a camera, it will be possible to recognize that the rainbow display effect or the acquisition count effect in the special display mode is being performed in a multicolor manner by checking for specific colors in the photographed image. As described above, when the rainbow display effect and the rainbow display effect and the acquisition count effect in the special display mode are being executed in parallel and these effects are being photographed with a camera, even if it is difficult to recognize from the captured image that the rainbow light effect is being executed in a multi-color mode, it is still possible to recognize that the rainbow display effect and the acquisition count effect in the special display mode are being executed in a multi-color mode, thus making it easier for viewers to enjoy the effects that are executed in a multi-color mode.
[0181] (12) When the special display mode for the number of acquired items has already been performed, the performance of the special display mode for the number of acquired items can be emphasized. In this way, even after the special display mode for the number of acquired items has been performed, changes such as the performance of the special display mode for the number of acquired items being emphasized occur, so that players can be entertained while preventing them from getting bored with the special display mode for the number of acquired items.
[0182] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. In the above embodiment, the number of switches decreases as the number of executions of the rainbow light-up effect increases, but the number of switches may also decrease as the number of executions of the rainbow light-up effect decreases. Furthermore, it is not limited to the number of executions of the rainbow light-up effect. For example, the number of switches may decrease as the execution period (e.g., execution time) of the rainbow light-up effect increases. If the rainbow light-up effect is an effect that can be executed over multiple special games, the execution period of the rainbow light-up effect may include the number of special games in which the rainbow light-up effect was executed. As described above, the longer the execution period of the rainbow light-up effect, the more likely it is that an event that triggers the execution of the special display mode's acquisition count effect will occur. That is, the longer the execution period of the first multicolor effect, the more likely it is that an event that triggers the execution of a specific second multicolor effect (second multicolor effect) will occur. When configured in this way, even if the rainbow light-up effect and the special display mode's acquisition count effect are executed in the same multicolor mode, it is possible to create a game that increases attention to the execution period of the rainbow light-up effect, and consequently increases attention to the execution of the special display mode's acquisition count effect, thereby enhancing the enjoyment of the game.
[0183] The manner in which some or all of the complete function activation warning, complete function activation notice, and complete function activation notification are performed may be changed. The performance device that performs the complete function activation warning, complete function activation notice, and complete function activation notification may be changed. For example, the complete function activation warning and complete function activation notice may be performed on the performance display device 25, as in the above embodiment. On the other hand, the complete function activation notification may be performed on the decorative lamp 17, speaker 18, and performance display device 25. In addition, some or all of the performances of the complete function activation warning, complete function activation notice, and complete function activation notification may not be performed. For example, some of the complete function activation warning, complete function activation notice, and complete function activation notification may be performances related to the operation of the complete function.
[0184] The rainbow light-up effect and the rainbow display effect may not be able to be executed in parallel. Also, the rainbow light-up effect and the acquisition count effect in the special display mode may not be able to be executed in parallel. Also, the rainbow display effect and the acquisition count effect may be able to be executed in parallel. For example, the rainbow display effect and the acquisition count effect in the special display mode may be able to be executed in parallel. Furthermore, the effects that can be executed in a multicolor mode in the decorative lamp 17 are not limited to the rainbow light-up effect. For example, the decorative lamp 17 may be able to execute effects that can be executed in a multicolor mode other than the rainbow light-up effect. Also, the effects that can be executed in a multicolor mode in the effect display device 25 are not limited to the rainbow display effect or the acquisition count effect in the special display mode. For example, the effect display device 25 may be able to execute effects that can be executed in a multicolor mode other than the rainbow display effect or the acquisition count effect in the special display mode.
[0185] Either the rainbow display effect or the special display mode acquisition count effect may be an effect that can be executed in a multicolor mode on the effect display device 25. That is, either the rainbow display effect or the special display mode acquisition count effect may not be executable. For example, there may be one type of effect that can be executed in a multicolor mode on the effect display device 25, or there may be multiple types (for example, three or more types). Among the effects that can be executed in a multicolor mode on the effect display device 25, there may be effects that can be identified as being executed in a multicolor mode as time progresses. For example, the effect display device 25 may be configured to change the color of the image displayed on it as time progresses, so that it can be identified as being executed in a multicolor mode as time progresses. For example, the rainbow display effect may be identified as being executed in a multicolor mode as time progresses. For example, the special display mode acquisition count effect may be identified as being executed in a multicolor mode as time progresses. In addition, the special display mode acquisition count effect may be configured so that its colors can change as time progresses. For example, in the special display mode's acquisition count effect, the multiple colors constituting the multicolor pattern in the acquisition count image GP may change as time progresses, moving from one direction to another. In the above embodiment, in the rainbow display effect, the multiple colors constituting the multicolor pattern in the effect image EF changed as time progressed, moving from bottom to top, but the direction of movement is not limited to bottom to top. Furthermore, the multiple colors constituting the multicolor pattern in the effect image EF do not have to change as time progresses.
[0186] The decorative lamp 17 may have one or more types of multi-color effects. For example, by making the light-emitting colors of multiple light-emitting elements built into the decorative lamp 17 different, it may be possible to perform an effect that can be identified as being performed in a multi-color manner regardless of the passage of time. In this case, the colors may change as the light-emitting color of each light-emitting element changes over time, or the light-emitting color of each light-emitting element may not change over time. For example, a rainbow light-emitting effect may not be identifiable as being performed in a multi-color manner as time passes, or it may be identifiable as being performed in a multi-color manner regardless of the passage of time.
[0187] - It is not necessary to ensure that the more frequently an event that can trigger the rainbow flashing effect occurs, the more likely it is that an event that can trigger the special display mode's acquisition count effect will occur. Also, it is not necessary to ensure that the more frequently an event that can trigger the rainbow display effect occurs, the more likely it is that an event that can trigger the special display mode's acquisition count effect will occur. For example, instead of the total number of times the rainbow flashing effect is performed and the number of times the rainbow display effect is performed, it may be necessary to ensure that an event that can trigger the special display mode's acquisition count effect occurs when either the number of times the rainbow flashing effect is performed or the number of times the rainbow display effect is performed is greater than the total number of times the rainbow flashing effect is performed.
[0188] The more frequently an event that can trigger the rainbow light-up effect occurs, the more likely the rainbow light-up effect will be to be triggered. For example, the more frequently an event that can trigger the rainbow light-up effect occurs, the higher the probability of winning the second execution lottery.
[0189] - It is not necessary to make it so that the probability of the completion function activation warning being executed afterward increases depending on whether or not the special display of the number of acquired items is executed. For example, even if the special display of the number of acquired items is executed, the probability of the execution of the animation related to the activation of the completion function (e.g., the completion function activation warning) afterward does not change.
[0190] If a rainbow display effect is performed, the probability of an effect related to the activation of the complete function (e.g., a complete function activation warning) being performed afterward may be increased compared to before the rainbow display effect was performed. Furthermore, the probability of an effect related to the activation of the complete function being performed afterward may be increased as the number of times the rainbow display effect is performed increases. If a rainbow flashing effect is performed, the probability of an effect related to the activation of the complete function (e.g., a complete function activation warning) being performed afterward may be increased compared to before the rainbow flashing effect was performed. Furthermore, the probability of an effect related to the activation of the complete function being performed afterward may be increased as the number of times the rainbow flashing effect is performed increases.
[0191] The effects related to the activation of the complete function (for example, the complete function activation warning) may be executed in a multicolor manner, similar to the rainbow display effect. For example, the complete function activation notification may be executed in a manner that expresses rainbow colors, thereby enabling execution in a multicolor manner. In this case, for example, the complete function activation notification may be executed in a multicolor manner different from the multicolor manner in the rainbow display effect. Similarly, for example, the complete function activation notification may be executed in a multicolor manner different from the multicolor manner in the acquisition count effect of the special display manner. When configured as described above, the sense of accomplishment from activating the complete function can be enhanced. Here, the complete function activation notification was given as an example, but this may also be adopted for the complete function activation warning and the complete function activation announcement.
[0192] The rainbow light effect does not necessarily have to be executable in a multicolor manner, as long as it is executed in a rainbow manner related to the rainbow colors; for example, it may be executable in a multicolor manner by being executed in a manner that expresses the rainbow colors. Similarly, the rainbow display effect does not necessarily have to be executable in a multicolor manner, as long as it is executed in a manner that expresses the rainbow colors; for example, it may be executable in a multicolor manner by being executed in a rainbow manner related to the rainbow colors. Furthermore, the acquisition count effect in the special display manner does not necessarily have to be executable in a multicolor manner, as long as it is executed in a manner that expresses the rainbow colors; for example, it may be executable in a multicolor manner by being executed in a rainbow manner related to the rainbow colors. For example, rainbow colors can be defined as a hue in which multiple colors are arranged (displayed, changing) in a continuous sequence (spatially) or temporally.
[0193] The rainbow display effect does not have to be performed in a multicolor manner by displaying an image containing specific colors. Similarly, the acquisition count effect in the special display mode does not have to be performed in a multicolor manner by displaying an image containing specific colors. Note that the specific colors do not have to be the seven colors of the rainbow. For example, the specific colors may consist of fewer than seven colors, or seven or more colors.
[0194] - When a special display mode for the number of acquired balls is already being performed, it is not necessary to be able to emphasize the performance of the special display mode for the number of acquired balls. For example, the special display mode for the number of acquired balls may be emphasized more than the normal display mode for the number of acquired balls. For example, the performance area in the performance display device 25 in which the special display mode for the number of acquired balls is performed may be larger or more likely to be larger than the performance area in the performance display device 25 in which the normal display mode for the number of acquired balls is performed. For example, the performance area in the performance display device 25 in which the special display mode for the number of acquired balls is performed may be changeable each time. For example, the performance area in the performance display device 25 in which the special display mode for the number of acquired balls is performed may be changeable in accordance with the change in the number of prize balls acquired during a winning streak.
[0195] - When the special display mode acquisition count animation is being executed on the performance display device 25, if the rainbow display animation is executed, the performance display device 25 may continue to execute the special display mode acquisition count animation. That is, in a situation where only the special display mode acquisition count animation is being executed among the rainbow display animation and the special display mode acquisition count animation, even if the rainbow display animation is executed, the performance display device 25 may continue to execute the special display mode acquisition count animation. In this case, the special display mode acquisition count animation may be made difficult to see. For example, the rainbow display animation may be executed on a layer in front of (on the player's side of) the layer on which the special display mode acquisition count animation is executed, thereby reducing the visibility of the special display mode acquisition count animation and making it difficult to see. For example, when the rainbow display animation is executed, the rainbow display animation may obscure part or all of the special display mode acquisition count animation, making it difficult to see. As described above, in a situation where only a specific second multicolor effect out of a predetermined second multicolor effect and a specific second multicolor effect is being executed, the specific second multicolor effect may be made difficult to see when the predetermined second multicolor effect is executed. Also, in a situation where only a specific second multicolor effect out of a predetermined second multicolor effect and a specific second multicolor effect is being executed, the specific second multicolor effect may be made invisible when the predetermined second multicolor effect is executed. The difficulty in seeing the acquired number effect in the special display mode may include cases where, even though it is displayed on the effect display device 25 in terms of internal control, it is not visible due to other display effects, making it difficult to see the acquired number effect in the special display mode. Also, the difficulty in seeing the acquired number effect in the special display mode may include cases where a part of the acquired number effect in the special display mode is not visible due to other display effects, making it difficult to see the acquired number effect in the special display mode. The difficulty in seeing the acquired number effect in the special display mode may also include a decrease in the visibility of the acquired number effect in the special display mode.Of course, the difficulty in seeing the acquisition count animation in the special display mode may include, as in the above embodiment, making the acquisition count animation in the special display mode difficult to see by not executing it. As described above, in a situation where only a specific second multicolor animation out of a predetermined second multicolor animation and a specific second multicolor animation is being executed, the specific second multicolor animation may be hidden or made difficult to see when the predetermined second multicolor animation is executed. In addition, the acquisition count animation may be made difficult to see by reducing the size in which the acquisition count image GP is displayed, thereby reducing the animation area in which the acquisition count animation is executed. Furthermore, a movable body may be provided, and the movement of the movable body may reduce the visibility of the acquisition count animation on the animation display device 25 in a front view, making the acquisition count animation difficult to see. Furthermore, the transparency of the acquisition count image GP may be increased, making the acquisition count animation difficult to see. The operation of the animation display device 25 may also make the acquisition count animation difficult to see.
[0196] The manner in which the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the switching number, and the manner in which the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the re-emphasis number, may be the same or different. For example, when the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the switching number, the degree of emphasis may be higher than when the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the re-emphasis number. Conversely, for example, when the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the re-emphasis number, the degree of emphasis may be higher than when the winnings animation is emphasized when the number of winning balls acquired during a winning streak reaches the switching number. The degree of emphasis may be increased, for example, by increasing the size of the winnings image GP displayed, or by increasing the duration of the emphasis.
[0197] The performance display device 25 may be capable of executing right-handed shooting sequences. When right-handed shooting is recommended, it may be capable of executing right-handed shooting sequences to encourage right-handed shooting. For example, when the base state is high, the performance display device 25 may be capable of executing right-handed shooting sequences. For example, when a jackpot game is in progress, the performance display device 25 may be capable of executing right-handed shooting sequences. For example, when a special display mode for the number of acquired balls is executed, the right-handed shooting sequence may not be executed, or the area in which the right-handed shooting sequence is executed may be reduced (visibility may be reduced). For example, when a special display mode for the number of acquired balls is emphasized, the right-handed shooting sequence may not be executed, or the area in which the right-handed shooting sequence is executed may be reduced (visibility may be reduced).
[0198] The content that can be suggested or communicated by the execution of the rainbow light-up effect (an effect that can be executed as the first multi-color effect) may be changed. For example, the rainbow light-up effect may be executable when a jackpot is won, regardless of whether the first jackpot game is awarded. Also, the rainbow light-up effect does not have to be executable only when a jackpot is won; for example, it may be executable even when a jackpot is not won. In addition, the rainbow light-up effect may be executable when a regular jackpot is won. Also, the rainbow light-up effect may be executable even when a regular jackpot is not won. Furthermore, the rainbow light-up effect does not have to be an effect that can be executed during the execution of a special game; for example, it may be an effect that can be executed when a jackpot game is awarded, or when in a standby state, or during the execution of a regular game. For example, the rainbow light effect may be executed when the situation becomes favorable for the player (for example, before a jackpot) and when the situation is favorable for the player (for example, during a jackpot), in order to suggest or inform that the game will proceed favorably after the execution of the rainbow light effect. Alternatively, the rainbow light effect may be an effect that can be executed when an operating means (for example, an operating button) is operated.
[0199] The content that can be suggested or communicated by the execution of the rainbow display effect (an effect that can be executed as a predetermined second multi-color effect) may be changed. For example, the rainbow display effect may be executable when a jackpot is won and a specific type of jackpot game is granted. Also, the rainbow display effect does not have to be executable only when a jackpot is won; for example, it may be executable even when a jackpot is not won. In addition, the rainbow display effect may be executable when a regular jackpot is won. Also, the rainbow display effect may be executable even when a regular jackpot is not won. Furthermore, the rainbow display effect does not have to be an effect that can be executed during the execution of a special game; for example, it may be an effect that can be executed when a jackpot game is granted, or when in a standby state, or during the execution of a regular game. For example, the rainbow display effect may be executed when the situation becomes favorable for the player (for example, before a jackpot) and when the situation is favorable for the player (for example, during a jackpot), in order to suggest or inform that the game is progressing favorably or that it is progressing favorably. Suggesting or informing that the game is progressing favorably or that it is progressing favorably is not limited to suggesting or informing only one of the two, but may also suggest or informing both the game is progressing favorably and that it is progressing favorably. In addition, the rainbow display effect may be an effect that can be executed in conjunction with the awarding of a jackpot, or it may be an effect that is used in conjunction with other effects. The rainbow display effect may be, for example, an effect that celebrates a jackpot, or a right-hand shooting effect. Furthermore, the rainbow display effect may be an effect that is equipped with an operating means (for example, an operating button) and can be executed when the operating means is operated. The effects that can be performed as the designated second multi-color effect are not limited to the rainbow display effect, but may include other effects as well.
[0200] The effects that can be performed as a specific second multicolor effect are not limited to the acquisition count effect in a special display mode, but may be other effects. Also, the effects that can be performed as a specific second multicolor effect may be, for example, an effect that is equipped with an operating means (e.g., an operating button) and can be performed when the operating means is operated. The effects that can be performed as a specific second multicolor effect do not have to be effects that can be performed during the execution of a special game, for example, an effect that can be performed when a jackpot game is granted, or when in a standby state, or an effect that can be performed during the execution of a normal game. For example, the effects that can be performed as a specific second multicolor effect may be a standby effect or part of a standby effect that suggests or notifies that the player is in a standby state. For example, the effects that can be performed as a specific second multicolor effect may be a right-hand shooting effect or part of a right-hand shooting effect that suggests or notifies that right-hand shooting is recommended (or is recommended). For example, the effects that can be performed as a specific second multicolor effect may be a celebration effect or part of a celebration effect that suggests or notifies that the expected result (e.g., the result of winning a battle against an enemy character) has been derived as a result of the effect.
[0201] For example, it may be possible to execute an animation (hereinafter referred to as "hypothetical animation X1") in which the rate at which the best reward (for example, the first jackpot game in the above embodiment) is awarded is X1% or more (for example, 50% or more). If such hypothetical animation X1 is executed repeatedly, it can be assumed that the opportunities to be awarded the best reward will increase as a result, the number of prize balls won during consecutive wins will increase more easily, and the probability of the special display type of winning count animation being executed will increase as a result. In particular, suppose it is possible to execute an animation (hereinafter referred to as "hypothetical animation X2") in which the rate at which the best reward is awarded is higher than X1% (for example, 75%). If such hypothetical animation X2 is executed repeatedly, it can be assumed that the opportunities to be awarded the best reward will increase more easily than when hypothetical animation X1 is executed repeatedly, the number of prize balls won during consecutive wins will increase more easily, and the probability of the special display type of winning count animation being executed will increase as a result. The hypothetical animation X1 exemplified here may be a rainbow light-up animation and a rainbow display animation, or it may be an animation different from those. Similarly, the hypothetical effects of X2 exemplified here may be rainbow light effects and rainbow display effects, or they may be different effects.
[0202] - When the high base state ends without a jackpot being awarded (i.e., when the winning streak ends), a result animation may be performed. The number of acquired items may also be performed during the result animation. The result animation may be performed on some or all of the decorative lamps 17, speakers 18, and animation display devices 25. The result animation may be performed only in the high base state, or it may be performed across the high base state and the low base state, or it may be performed only in the low base state. Furthermore, the result animation may end when a predetermined animation time related to the result animation has elapsed, or when a special game (variable game) is performed, or when the game enters a standby state.
[0203] The timing at which the special display mode's acquisition count presentation is emphasized is not limited to the timing exemplified in the above embodiment. For example, during a jackpot game, the acquisition count presentation may be emphasized compared to when in a high base state. For example, when a high base state ends without a jackpot game being awarded, the acquisition count presentation may be emphasized. In other words, even when the number of prize balls acquired during a winning streak does not change, the acquisition count presentation may be emphasized. For example, if the execution of the result presentation starts while the special display mode's acquisition count presentation is being executed, the special display mode's acquisition count presentation may be emphasized during the execution of the result presentation. In this case, the number of prize balls acquired during a winning streak may be emphasized using the special display mode's acquisition count presentation that has already been executed. When the result presentation is being executed and the acquisition count presentation is emphasized, the execution of the right-hand shooting presentation may be terminated. Also, when the result presentation is being executed and the acquisition count presentation is emphasized, the area in which the right-hand shooting presentation is executed may be reduced. Furthermore, the manner in which the special display mode for the number of acquired balls is emphasized when the result animation is being performed, and the manner in which the number of acquired balls is emphasized when the number of acquired balls during a winning streak reaches the switching number, may be the same or different. When the special display mode for the number of acquired balls is emphasized when the result animation is being performed, the degree of emphasis may be higher than when the number of acquired balls during a winning streak is emphasized. Conversely, when the number of acquired balls during a winning streak is emphasized, the degree of emphasis may be higher than when the special display mode for the number of acquired balls is emphasized when the result animation is being performed. In addition, the manner in which the special display mode for the number of acquired balls is emphasized when the result animation is being performed, and the manner in which the number of acquired balls during a winning streak is emphasized when the number of acquired balls reaches the re-emphasized number, may be the same or different. When the results animation is being performed and the number of acquired balls in a special display mode is emphasized, the degree of emphasis may be higher than when the number of acquired balls during a winning streak is emphasized to the point where it reaches a re-emphasized number.Conversely, when the number of winning balls acquired during a winning streak reaches a re-emphasized number, the degree of emphasis may be higher than when the winning number is emphasized in a special display mode while the result animation is being executed.
[0204] The winning count animation in the normal display mode may be emphasized. For example, the winning count animation in the normal display mode may be emphasized before the number of winning balls during a winning streak reaches the switching number. For example, if the number of winning balls during a winning streak reaches a multiple of a predetermined number (e.g., 5000) before the number of winning balls during a winning streak reaches the switching number, the winning count animation in the normal display mode may be emphasized.
[0205] - When a jackpot game is awarded and the maximum difference reaches a predetermined value, the number of acquired wins animation may be emphasized. In this case, if a special display mode of the number of acquired wins animation is being executed, when a jackpot game is awarded and the maximum difference reaches a predetermined value, the animation display device 25 may be made to emphasize the number of acquired wins animation in the special display mode. Thus, even if a jackpot game is awarded and the maximum difference reaches a predetermined value, the number of acquired wins animation may be emphasized before the jackpot game ends and is controlled to a state where further progress is impossible. For example, even if a special display mode of the number of acquired wins animation is already being executed and the maximum difference reaches a predetermined value when a jackpot game is awarded, the number of acquired wins animation in the special display mode may be emphasized before the jackpot game ends and is controlled to a state where further progress is impossible.
[0206] The number of game balls awarded as prizes when the conditions for prize ball payout are met due to a game ball entering one of the various entry points (prize entry points) may be changed. For example, the number of game balls awarded as prizes when a game ball enters the general prize entry point 32 may be the same as the number of game balls awarded as prizes when a game ball enters the large prize entry point 29. For example, the number of game balls awarded as prizes when a game ball enters the first start entry point 26 may be the same as the number of game balls awarded as prizes when a game ball enters the second start entry point 27. For example, the number of game balls awarded as prizes when a game ball enters the second start entry point 27 may be 1.
[0207] In the above embodiment, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be made different from the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. For example, the proportion for determining the type of jackpot, or the types of jackpots that can be determined, may be made different for cases where a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 27 and cases where a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26.
[0208] Even if a jackpot is not won, the game may be controlled to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that controls to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.
[0209] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be controlled to a high base state as a result of the time-saving symbol being displayed as confirmed stop symbols.
[0210] As gaming machines that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win is awarded, specifications that control the machine to be in a probability variation state until the player wins a draw to drop out of the probability variation state (drop-out machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to be in a probability variation state until a predetermined number of special games are completed, some machines set a predetermined number of times in which the machine is effectively controlled to be in a probability variation state until the next big win is awarded. In this case, the number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to be in a probability variation state may be controlled to be in a high base state. When a number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded is set, it can be said that the situation in which the next big win is effectively awarded can be identified. A gaming machine that can be controlled to enter a probability variation state has a specification (V probability variation machine) that controls the machine to enter a probability variation state when the game ball passes through a specific area. The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned fall-out machine and V probability variation machine. Furthermore, a V probability variation machine may have a specification that generates a specific round game by having a single large prize slot. A V probability variation machine may have a specification that generates a specific round game by having multiple large prize slots consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be embodied in any of these specifications of a V probability variation machine.
[0211] In the above embodiment, the second special game is configured to be executed with priority over the first special game, but the first and second special games may be executed in the order in which their execution is suspended, regardless of the type of special game. Alternatively, the first special game may be executed with priority over the second special game. Furthermore, the first and second special games may be executed simultaneously. For example, in a low base state, the performance game corresponding to the first special game may be executed, while in a high base state, the performance game corresponding to the second special game may be executed. Also, there are not limited to two types of special games. For example, the special game that can be executed when a ball enters the first start gate 26 may be the same as the special game that can be executed when a ball enters the second start gate 27.
[0212] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The small win lottery may be performed only when a ball enters either the first start port 26 or the second start port 27, or the small win lottery may be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. In other words, in gaming machines that can conduct both big win and small win draws, either the big win draw or the small win draw can be considered as a winning draw, and either the big win game or the small win game can be considered as a winning game.
[0213] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win occurs and the game ball does not pass through a special area, and the minor win ends without a major win being awarded, the game may be controlled to return to a normal game state.
[0214] Even after being controlled to a state where further progress cannot be made, the main CPU 41 may perform control to dispense game media that was decided to be dispensed before being controlled to a state where further progress cannot be made (control to dispense game balls). For example, it may be possible to detect errors related to the dispensing of game balls in a situation where control to dispense game balls is performed after being controlled to a state where further progress cannot be made, that is, in a situation where the dispensing of game balls continues even after being controlled to a state where further progress cannot be made. Errors related to the dispensing of game balls may include, for example, an error that makes it impossible to dispense game balls because the game balls to be dispensed have not been supplied to the game machine (e.g., ball out error). Errors related to the dispensing of game balls may include, for example, an error that occurs because there are game balls that have been decided to be dispensed but have not yet been dispensed (e.g., undispensed error). Errors related to the dispensing of game balls may include, for example, an error that occurs because the upper tray capable of storing game balls is full (e.g., full error).
[0215] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, like gaming machine 10, it is possible to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. Then, by consuming the game balls (game value) managed as electronic data, it is possible to launch physical game balls into the game area 21. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. That is, the game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, the game value may be physical, or it may be managed as electronic data.
[0216] The above embodiment may also be applied to a revolving-type gaming machine (so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after setting the bet amount, when the start lever, which is the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which is the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels stops, a prize may be awarded according to the combination of symbols that stopped. Some revolving-type gaming machines can perform navigation effects (so-called navigation effects) that guide the player in operating the stop buttons that the player can operate. Navigation effects can also be said to be effects that encourage the player to operate the stop buttons that the player can operate. In a revolving-type gaming machine, by setting the bet amount (so-called number of tokens) and running a variable game, the amount of gaming media corresponding to the bet amount is consumed. On the other hand, in a slot machine, when a prize is awarded according to the combination of symbols that stop, a game medium may be provided. In such a slot machine, the maximum difference can be changed by the consumption of the game medium, and the maximum difference can also be changed by the provision of the game medium. Furthermore, in a slot machine, a complete function may be activated when the maximum difference reaches a predetermined value. In a slot machine, it may be possible to perform a prize count display. In a slot machine, various displays may be performed in a multicolor manner. For example, in a slot machine, a display that can be performed in a multicolor manner and is possible with the light-emitting means may be called a first multicolor display. For example, in a slot machine, a display that can be performed in a multicolor manner and is possible with the display means may be called a second multicolor display. In this case, if there are two or more types of second multicolor effects that are executable on the display means and can be executed in a multicolor manner, some types (one or more types) of effects may be designated as predetermined second multicolor effects, and the other types (one or more types) of effects may be designated as specific second multicolor effects. For example, when an effect leads to a result favorable to the player, the effect associated with the derivation of that result may be executable in a multicolor manner.This can be adopted not only in slot machines but also in pachinko machines.
[0217] Some slot machines grant a bonus game (enter a bonus state) when a combination of symbols corresponding to a bonus role stops. In slot machines, a bonus game can be considered a winning game. Furthermore, in slot machines, if the maximum difference reaches a predetermined value during a bonus game, it may be possible to control the machine to a state where further progress is impossible after the bonus game ends. Incidentally, navigation effects can be executed during a bonus game. In slot machines that can grant such bonus games, for example, it may be possible to execute multi-colored effects that suggest or notify that a bonus role has been won, that suggest or notify that a bonus game has been granted, or that suggest or notify that a bonus game is in progress. In addition, slot machines may be able to execute a result effect when a bonus game ends. The result effect may end after a certain amount of time has passed, or it may end when a variable game is executed (or when a multiplier is set).
[0218] Some slot machines are controllable during Assist Time (so-called AT). Although Assist Time is different from bonus games, it shares the same benefit as bonus games in that players can earn profits. Furthermore, Assist Time can be considered a winning game. The duration of the Assist Time control may be determined by the number of spinning games. In slot machines, if the maximum difference reaches a predetermined value during Assist Time, Assist Time may end, and the machine may be controlled to a state where further progress is impossible after the end of Assist Time. Incidentally, navigation effects can be executed during Assist Time. In such slot machines controllable during Assist Time, for example, effects that suggest or notify that the machine is controlled during Assist Time, or effects that suggest or notify that the machine is controlled during Assist Time, may be executed in a multi-color manner. Also, in slot machines that can control Assist Time in predetermined units (sets), for example, effects that suggest or notify that the machine is controlled for another predetermined unit of Assist Time may be executed in a multi-color manner. Furthermore, a slot machine may be capable of executing a result animation when the assist time ends. The result animation may end due to the passage of time, or it may end when a variable game is executed (or when a multiplier is set).
[0219] • A slot machine may use a game medium other than tokens. For example, a slot machine may be embodied as a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be stored as data (information). The number of tokens held is also called the number of tokens held. Tokens in a tokenless game machine can be called a virtual medium. The virtual medium corresponds to the game value.
[0220] The complete function activation warning may be updated when the maximum difference information is updated, that is, when the remaining value until the maximum difference reaches a specified value is updated. In this case, the content of the complete function activation warning (for example, the text information included in the activation warning image SK) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by a predetermined unit. Alternatively, the content of the complete function activation warning (for example, the text information included in the activation warning image SK) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by 1.
[0221] In the above embodiment, the maximum difference was counted using the addition method, but the maximum difference may also be counted using the subtraction method. For example, the initial value of the maximum difference information may be set to "95000", and the upper limit of the maximum difference information may also be set to "95000". When the main CPU 41 controls the machine to dispense game balls as prize balls, it may subtract the number of dispensed game balls from a value that can be identified from the maximum difference information. Also, when the main CPU 41 receives a detection signal from the out sensor SE7, it may add 1 to a value that can be identified from the maximum difference information and update the maximum difference information. In this case, if the value that can be identified from the maximum difference information before the addition is 95000, the main CPU 41 may not update the maximum difference information. The main CPU 41 may also determine whether the maximum difference has reached a specified value by determining whether the value that can be identified from the maximum difference information has reached 0. In this way, by updating the maximum difference information to count the maximum difference using the subtraction method, it may be possible to determine whether the maximum difference has reached a specified value. In the above case, the value that can be identified from the maximum difference information corresponds to the remaining value until the maximum difference reaches a predetermined value. Furthermore, although the control of the main CPU 41 has been illustrated here, the sub-CPU 51 may also count the maximum difference using a subtraction method instead of an addition method. For example, the sub-CPU 51 may perform a starting number determination by determining whether the value that can be identified from the sub-maximum difference information has reached the value obtained by subtracting the starting number from 95000. Note that since the predetermined value in the above embodiment was set to "95000", "95000" was also used in this modified example, but when changing the predetermined value, it is advisable to change the value of "95000" in this modified example accordingly. In addition, while the counting of the maximum difference using the addition method can be applied to slot machines, the counting of the maximum difference using the subtraction method can also be applied to slot machines. It should be noted that, in both the above embodiment and this modified example, counting the maximum difference using the addition method does not mean that the subtraction method is not used, and counting the maximum difference using the subtraction method does not mean that the addition method is not used.When counting the maximum difference using the addition method, the default value "95000" will be greater than the starting number. On the other hand, when counting the maximum difference using the subtraction method, the default value "0" will be less than the starting number.
[0222] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. The sub-overall control board and the other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.
[0223] The information display panel 22 may include a remaining ball display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a right-hand shooting lamp that prompts the player to shoot to the right. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (the information display panel 22 in the above embodiment); for example, some or all of the display units may be provided on a component separate from the other display units.
[0224] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. [1] A gaming machine comprising a first performance unit and a second performance unit, wherein the first performance unit is capable of executing a first multicolor performance, the second performance unit is capable of executing a second multicolor performance, the first multicolor performance is executed in a multicolor manner, the second multicolor performance is executed in a multicolor manner, the first multicolor performance and the second multicolor performance can be executed in parallel, when the first multicolor performance is executed, it is possible to suggest or notify that the game will develop favorably after the execution of the first multicolor performance, the second multicolor performance includes a predetermined second multicolor performance and a specific second multicolor performance, the predetermined second multicolor performance is capable of suggesting or notifying either that the game will develop favorably or that the game is developing favorably, the specific second multicolor performance is capable of suggesting or notifying content different from the content that can be suggested or notified by the execution of the predetermined second multicolor performance, and the more times an event that can trigger the execution of the first multicolor performance occurs, the more likely it is that an event that triggers the execution of the second multicolor performance will occur.
[0225] [2] The gaming machine according to the technical concept [1], wherein the first multicolor effect can be identified as being performed in a multicolor manner over time, and at least one of the predetermined second multicolor effect and the specific second multicolor effect can be identified as being performed in a multicolor manner regardless of the passage of time.
[0226] [3] The gaming machine according to the technical concept [2], wherein the second multicolor effect, of which the predetermined second multicolor effect and the specific second multicolor effect can be identified as being performed in a multicolor manner regardless of the passage of time, is such that the colors can change over time.
[0227] [4] A gaming machine comprising a first performance unit and a second performance unit, wherein the first performance unit is capable of executing a first multicolor performance, the second performance unit is capable of executing a second multicolor performance, the first multicolor performance is executed in a multicolor manner, the second multicolor performance is executed in a multicolor manner, the first multicolor performance and the second multicolor performance can be executed in parallel, when the first multicolor performance is executed, it is possible to suggest or notify that the game will develop favorably after the execution of the first multicolor performance, the second multicolor performance includes a predetermined second multicolor performance and a specific second multicolor performance, the predetermined second multicolor performance is capable of suggesting or notifying either that the game will develop favorably or that the game is developing favorably, the specific second multicolor performance is capable of suggesting or notifying content different from the content that can be suggested or notified by the execution of the predetermined second multicolor performance, and the longer the execution period of the first multicolor performance, the more likely it is that an event that triggers the execution of the second multicolor performance will occur.
[0228] [5] A first performance unit and a second performance unit, wherein the first performance unit is capable of performing a first multicolor performance, the second performance unit is capable of performing a second multicolor performance, the first multicolor performance is performed in a multicolor manner, the second multicolor performance is performed in a multicolor manner, the first multicolor performance and the second multicolor performance can be performed in parallel, and when the first multicolor performance is performed, it is possible to suggest or notify that the performance will develop favorably after the performance of the first multicolor performance, and the second multicolor performance includes a predetermined second multicolor performance and a specific second multicolor performance, The game machine is characterized in that, the predetermined second multicolor effect can suggest or notify either that the game will proceed favorably or that the game is proceeding favorably, the specific second multicolor effect can suggest or notify content different from the content that can be suggested or notified by the execution of the predetermined second multicolor effect, and in a situation where only the specific second multicolor effect is being executed among the predetermined second multicolor effect and the specific second multicolor effect, when the predetermined second multicolor effect is executed, the specific second multicolor effect becomes invisible or difficult to see.
[0229] [6] A gaming machine according to the technical concept of [5], wherein the game can be controlled to an unplayable state in which the game cannot be played by the activation of the complete function, the second performance unit is capable of performing performances related to the activation of the complete function, and when a particular second multicolor performance is performed, the probability of a performance related to the activation of the complete function being performed afterward is higher than before the particular second multicolor performance was performed.
[0230] [7] The game machine described in [6], a technical concept in which the effects related to the operation of the complete function are performed in a manner different from the multicolor mode of the second multicolor effect. [8] A gaming machine according to any one of the technical ideas [5] to [7], wherein the first multicolor effect is executable in a multicolor manner by being performed in a rainbow manner related to rainbow colors, and the second multicolor effect is executable in a multicolor manner by being performed in a manner that expresses rainbow colors.
[0231] [9] A system comprising a first performance unit and a second performance unit, wherein the first performance unit is capable of performing a first multicolor performance, the second performance unit is capable of performing a second multicolor performance, the first multicolor performance is performed in a multicolor manner, the second multicolor performance is performed in a multicolor manner, the first multicolor performance and the second multicolor performance can be performed in parallel, and when the first multicolor performance is performed, it is possible to suggest or notify that the performance will proceed favorably after the performance of the first multicolor performance, and the second multicolor performance includes a predetermined second multicolor A gaming machine characterized by having a performance and a specific second multicolor performance, wherein the predetermined second multicolor performance can suggest or notify either that the game will unfold favorably or that the game is unfolding favorably, the specific second multicolor performance can suggest or notify content different from the content that can be suggested or notified by the execution of the predetermined second multicolor performance, and the more times an event that can trigger the execution of the predetermined second multicolor performance occurs, the more likely it is that an event that triggers the execution of the specific second multicolor performance will occur.
[0232]
[10] The gaming machine according to the technical concept in [9], wherein the first performance unit is a light-emitting means capable of emitting light, the first multicolor performance is performed in a multicolor manner by changing the light-emitting color of the first performance unit over time, and the second performance unit is a display means capable of displaying an image, the second multicolor performance is performed in a multicolor manner by displaying an image containing specific colors.
[0233]
[11] A gaming machine according to the technical concept [9] or technical concept
[10] that can emphasize the execution of the specific second multicolor performance when the specific second multicolor performance is already being performed. [Explanation of symbols]
[0234] 10...Pachinko game machine (game machine) 16...Launch handle 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...First start opening 27...Second start opening 29...Big prize opening 31...Gate 32a...First general prize opening 32b...Second general prize opening 34...Out opening 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SE5...First general sensor SE6...Second general sensor SE7...Out sensor
Claims
[Claim 1] The first production department and, It includes a second production department, The first production unit is capable of performing a first multi-color production, The second production unit is capable of performing a second multi-color production, The first multi-color effect is performed in a multi-color manner, The second multi-color effect is performed in a multi-color manner, The first multi-color effect and the second multi-color effect can be executed in parallel. When the first multi-color effect is performed, it is possible to suggest or inform that the game will develop favorably after the execution of the first multi-color effect. The aforementioned second multicolor effect includes a predetermined second multicolor effect and a specific second multicolor effect. The aforementioned predetermined second multi-color effect can suggest or inform either that the game will unfold favorably or that it is unfolding favorably. The aforementioned specific second multicolor effect is capable of suggesting or communicating content different from the content that can be suggested or communicated by the execution of the predetermined second multicolor effect, In a situation where only the specific second multicolor effect among the predetermined second multicolor effect is being executed, when the trigger for starting the execution of the predetermined second multicolor effect arrives and the predetermined second multicolor effect is executed, the execution of the predetermined second multicolor effect may cause the specific second multicolor effect to be hidden or difficult to see. After the completion of the predetermined second multicolor effect, the specific second multicolor effect may be displayed again or become easily visible. A gaming machine characterized in that the more frequently an event that can trigger the execution of the first multi-color effect occurs, the more likely it is that an event that can trigger the execution of the second multi-color effect will occur.