Gaming machine

JP7898216B2Active Publication Date: 2026-07-31NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2025-10-06
Publication Date
2026-07-31

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、特別演出を実行させるための制御が煩雑になることを抑制することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress complexity in control for executing a special performance.SOLUTION: A performance executable in a Pachinko game machine includes a specific performance, and a special performance for suggesting or reporting execution of the specific performance, a specific performance (first specific performance) may be executed before the special performance is changed from a first mode to a second mode or a specific performance (second specific performance) may be executed after it is changed to the second mode when a predetermined, special performance is executed, visibility of the special performance decreases when the first specific performance is executed, the special performance is completed when the second specific performance is executed, and a degree of expectation toward winning differs between the execution of the first specific performance and the execution of the second specific performance.SELECTED DRAWING: Figure 8
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Description

Technical Field

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

Background Art

[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are effects that are executed and effects that suggest the execution timing thereof (hereinafter referred to as special effects). For example, in the gaming machine described in Patent Document 1, as the time until a certain effect is executed, a time corresponding to the execution timing of the effect is displayed by a special effect.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in such gaming machines, as the execution timing of the effects (hereinafter referred to as specific effects) suggested to be executed by the special effects increases, the types of times displayed by the special effects increase, resulting in a risk of complicated control. Nowadays, it is desired to suppress the complication of the control for executing the special effects.

Means for Solving the Problems

[0005] A gaming machine that solves the above problems comprises an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect includes a specific effect and a special effect that suggests or notifies the execution of the specific effect, the specific effect includes a first specific effect and a second specific effect, the special effect includes a first mode and a second mode, the special effect includes the first specific effect being executed before changing from the first mode to the second mode, and the second specific effect being executed after changing from the first mode to the second mode, and when the first specific effect is executed before changing from the first mode to the second mode, the visibility of the special effect decreases due to the execution of the first specific effect. After that, the aforementioned special performance ends. After the transition from the first mode to the second mode, the special performance ends, and then the second special performance is executed. profit The gist of this is that the probability of winning when the first specific performance is executed is different from the probability of winning when the second specific performance is executed. [Effects of the Invention]

[0006] According to the present invention, it is possible to suppress the complexity of the control required to execute special effects. [Brief explanation of the drawing]

[0007] [Figure 1] This is a diagram showing the exterior of a pachinko gaming machine. [Figure 2] This is a diagram showing the game board from the front. [Figure 3] This diagram shows the electrical configuration of a pachinko gaming machine. [Figure 4] This figure shows an example of a specific type of performance. [Figure 5] This figure shows an example of a special effects presentation. [Figure 6] Figures (a) to (c) show examples of special effects and presentation styles. [Figure 7] This figure shows an example of the timing for the execution of specific effects, special effects, and special performances. [Figure 8]Figures (a) to (f) show examples of how specific and special effects are performed. [Figure 9] Figures (a) to (f) show examples of how special effects and special performances are executed. [Modes for carrying out the invention]

[0008] The following describes one embodiment of a pachinko 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.

[0009] As shown in Figure 1, the pachinko game machine 10 includes a frame 11. The frame 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine to the island equipment. The mounting frame 11b is a member for mounting various game components. The game board YB is assembled to the mounting frame 11b. The mounting frame 11b may also include a protective frame to protect the game board YB.

[0010] The pachinko game machine 10 is equipped with a speaker SP. The speaker SP is capable of performing sound effects. Sound effects are effects in which the speaker SP outputs predetermined sounds. For example, predetermined sounds include music, human voices, and sound effects. The pachinko game machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of performing light effects. Light effects are effects in which a light-emitting element (not shown) built into the decorative lamp LA lights up, flashes, and turns off.

[0011] The pachinko game machine 10 is equipped with a launch handle HD. The launch handle HD is a component that is operated when launching game balls. For example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b. The pachinko game machine 10 is equipped with a performance button BT. The performance button BT is composed of a single operable part (operating part). For example, the performance button BT is composed of a button-type operating part that can be pressed. The performance button BT is an example of an operating means that can perform a predetermined operation.

[0012] As shown in Figure 2, a game area YBa is formed on the front of the game board YB. The game area YBa is roughly circular in shape when viewed from the front. A display window YBb is formed approximately in the center of the game area YBa. A launching passage YBc is formed to the left of the game area YBa. The launching passage YBc is a passage for guiding the game balls launched by the operation of the launching handle HD to the game area YBa. The game board YB is equipped with a back-return prevention valve YBd. The back-return prevention valve YBd is a component that prevents the game balls launched by the operation of the launching handle HD from returning to the launching passage YBc.

[0013] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserve display device 19c, a second reserve display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserve display device 19c, the second reserve display device 19d, and the normal symbol display device 19e are installed in positions visible to the player on the game board YB.

[0014] The first special symbol display device 19a is capable of executing a first special game. In the first special game, after a predetermined symbol is variably displayed, finally, a first special symbol is stopped and displayed. The first special symbol is a symbol for notifying the result of the winning lottery of the first special symbol. The first special symbol is an example of a special symbol. The first special game is an example of a special game. A special game is a variable game of a special symbol. The second special symbol display device 19b is capable of executing a second special game. In the second special game, after a predetermined symbol is variably displayed, finally, a second special symbol is stopped and displayed. The second special symbol is a symbol for notifying the result of the winning lottery of the second special symbol. The second special symbol is an example of a special symbol. The second special game is an example of a special game. Special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When winning the jackpot in the winning lottery of each special symbol, the jackpot symbol is stopped and displayed in the special game. Then, after the end of the special game in which the jackpot symbol is stopped and displayed, a jackpot game is awarded. A jackpot is an example of a win.

[0015] The first hold display device 19c is a display device that displays information capable of specifying the first hold number. The first hold number is information indicating the number of times of the first special game whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The second hold display device 19d is a display device that displays information capable of specifying the second hold number. The second hold number is information indicating the number of times of the second special game whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each hold number is 4. However, it is not limited to this, and the upper limit number of each hold number may be 1 to 3 or 5 or more. Also, the upper limit numbers of the first hold number and the second hold number may be different.

[0016] The normal symbol display device 19e is capable of running a normal game. The normal game is run by displaying predetermined symbols in a variable manner, and then finally stopping the normal symbol display. The normal symbol is a symbol used to notify the result of the normal symbol winning lottery. There are normal winning symbols and normal losing symbols. If the normal symbol winning lottery is won, the normal winning symbol is stopped and displayed in the normal symbol variable game. After that, a normal win game is awarded after the normal symbol variable game in which the normal winning symbol was stopped and displayed has ended.

[0017] The pachinko game machine 10 may be equipped with a normal hold display device, a right-hand play display device, and a round display device. For example, the normal hold display device is a display device that displays information that can identify the normal hold number. The normal hold number is information that indicates the number of normal games in which the execution is suspended because the hold condition has been met, but the start condition has not yet been met. For example, the right-hand play display device is a display device that displays information that instructs to play to the right. Playing to the right means firing the game ball with a stronger firing intensity so that the game ball flows down the area to the right of the display window YBb in the game area YBa. Firing the game ball with a weaker firing intensity so that the game ball flows down the area to the left of the display window YBb in the game area YBa is called playing to the left. For example, the round display device is a display device that notifies the upper limit of the number of round games that constitute a jackpot game.

[0018] The pachinko gaming machine 10 includes an effect display device EH. The effect display device EH has a display area R. The display area R is an area capable of displaying an image as information. The effect display device EH is assembled to the game board YB so that the display area R can be visually recognized through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing a display effect. The display effect is an effect of displaying a predetermined object as an image. For example, the predetermined object is an effect symbol, a character, a landscape, a character, a number, a symbol, etc. The effect display device EH, the speaker SP, and the decorative lamp LA are each an effect device capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES composed of a plurality of effect devices. That is, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA. The effect device group ES is an example of an effect execution means for executing an effect.

[0019] As an example, the display effect in the effect display device EH includes an effect game. The effect game is a variable game of effect symbols using a plurality of columns of effect symbols. In the effect game, after a plurality of columns of effect symbols are variably displayed, finally, the combination of effect symbols (hereinafter referred to as the symbol combination) is stopped and displayed. The effect game is started together with a special game. The effect game is ended together with the special game. In the effect game, the symbol combination corresponding to the special symbol stopped and displayed in the special game is stopped and displayed. In the special game, when the jackpot symbol is stopped and displayed, in the effect game, the jackpot symbol combination is stopped and displayed. In the special game, when the losing symbol is stopped and displayed, in the effect game, the losing symbol combination is stopped and displayed. Hereinafter, the first special game and the effect game executed corresponding thereto are collectively referred to as the "first variable game". Also, the second special game and the effect game executed corresponding thereto are collectively referred to as the "second variable game".

[0020] For example, the performance symbols are images decorated with characters and patterns, and are used to diversify the display effects. Performance symbols are, in other words, decorative symbols. For example, the performance game is performed by moving and displaying the performance symbols in the left, middle, and right symbol columns in predetermined directions. The performance game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined combination of symbols. For example, a reach is a state in which the same performance symbols are temporarily stopped and displayed in the left and right symbol columns of the performance symbols, and the performance symbols in the middle symbol column of the performance symbols continue to move and display. There are normal reach effects and super reach effects. In the following explanation, normal reach effects may be referred to as NR effects and super reach effects as SR effects. SR effects are effects with a higher expectation of winning compared to NR effects. For example, SR effects are executed via NR effects.

[0021] The game area YBa has multiple prize entry points. Prize entry points are entry points into which game balls flowing down the game area YBa can enter. Prize entry points are entry points into which the conditions for awarding prize balls are met when game balls enter. There are at least a first start entry point 12, a second start entry point 13, and a large prize entry point 14. The first start entry point 12 is an entry point into which game balls are entered in order to meet the conditions for awarding prize balls and the start conditions for the first variable game. The first start entry point 12 is located below the performance display device EH and is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 (see Figure 3). The first start sensor SE1 is a sensor that detects game balls that have entered the first start entry point 12.

[0022] The second starting opening 13 is a prize-winning opening into which game balls are entered when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is one example of a door shape. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard actuator AC1 as a means for operating the standard opening / closing piece 13a (see Figure 3). As an example, the standard actuator AC1 is a solenoid. The game board YB is equipped with a second starting sensor SE2 (see Figure 3). The second starting sensor SE2 detects game balls that have entered the second starting opening 13. The second starting port 13 is a so-called "standard electric mechanism."

[0023] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special actuator AC2 as a means for operating the special opening / closing piece 14a (see Figure 3). For example, the special actuator AC2 is a solenoid. The game board YB is equipped with a count sensor SE3 (see Figure 3). The count sensor SE3 is a sensor that detects game balls that have entered the large prize slot 14.

[0024] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa and above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open to allow game balls to enter. The game board YB is equipped with a gate sensor SE4 (see Figure 3). The gate sensor SE4 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE4 is a sensor that detects game balls passing through the gate 17. The gate 17 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The gate 17 is an entry point into which game balls are entered but the conditions for awarding prize balls are not fulfilled. An out opening 18 is formed in the game area YBa. Outlet 18 is an entry point for collecting (discharging) game balls that did not enter any of the first starting opening 12, the second starting opening 13, or the big prize opening 14 from the game area YBa.

[0025] The pachinko game machine 10 is equipped with a movable body K capable of performing predetermined actions. The movable body K is capable of performing movable effects. A movable effect is an effect that operates the movable body K. For example, there may be multiple movable bodies K. For example, there may be two movable bodies K. The pachinko game machine 10 is equipped with a movable actuator KA as a means of operating each movable body K (shown in Figure 3). Each movable body K can be displaced from its original position P0 to an effect position P1 by the movable actuator KA. Also, each movable body K can be displaced from the effect position P1 to its original position P0 by the movable actuator KA. For example, the movable actuator KA is a stepping motor. Each movable body K operates when the power of one movable actuator KA is transmitted via a power transmission mechanism (for example, a gear mechanism) not shown. For example, each movable body K operates in conjunction with the movable actuator KA. In the following description, if each movable body K is not distinguished, it will simply be referred to as "movable body K".

[0026] As an example, the movable body K is displaceable between its original position P0 and the performance position P1. The pachinko game machine 10 is equipped with an original position sensor GS (shown in Figure 3) that detects when the movable body K is in its original position P0. As an example, the original position sensor GS is a photosensor. The original position P0 is the position where the movable body K is positioned at the top and bottom of the game board YB, respectively. The performance position P1 is the position where the movable body K is positioned closer to the center of the display window YBb compared to when it is in its original position P0. When the movable body K is in its original position P0, it is not visible from the front. When the movable body K is in its performance position P1, it is not visible from the front. When the movable body K is in its original position P0, it overlaps with a part of the display area R of the performance display device EH. When the movable body K is in its performance position P1, it overlaps with a part of the display area R of the performance display device EH. In other words, when the movable body K is located at the performance position P1, the display area R of the performance display device EH is invisible or difficult to see. The movable body K is an example of a performance device that constitutes the performance device group ES. In other words, the performance device group ES may include the movable body K.

[0027] Next, I will explain the jackpot game. For example, in a jackpot game, an opening sequence is performed first. The opening sequence is a sequence that allows players to recognize the start of a jackpot game. For example, the opening sequence is performed for a predetermined opening time. In a jackpot game, after the opening time has elapsed, a round game is performed. In the round game, the large prize slot 14 is opened. The round game is performed for a predetermined number of times. One round game ends when a quantity condition or a time condition is met. For example, the quantity condition is met when a predetermined number of game balls enter the slot in one round game. For example, the time condition is met when a predetermined round time has elapsed. In each round game, the large prize slot 14 is opened in a predetermined opening pattern. In each round game, a round sequence is performed. In a jackpot game, when the final round game ends, an ending sequence is performed. The ending sequence is a sequence that allows players to recognize the end of a jackpot game. For example, the ending sequence will run for a predetermined amount of time. The jackpot game will end once the ending time has elapsed.

[0028] This explains the functions of the Pachinko game machine 10. The pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). Pachinko game machine 10 has two states in which the jackpot probability differs: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In other words, in the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as the "probability variation state (probability variation state)".

[0029] The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of game balls into the second start opening 13. The pachinko game machine 10 has two states in which the probability of game balls entering the second start opening 13 differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of game balls entering the second start opening 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of game balls entering the second start opening 13 increases. Since it becomes easier for game balls to enter the second start opening 13 in the high ball entry rate state, it becomes a favorable state for the player (easy ball entry state).

[0030] For example, a high ball entry rate state can be achieved by performing one ball entry assist control arbitrarily selected from the three ball entry assist controls described below, or by performing multiple ball entry assist controls arbitrarily in combination. The first ball entry assist control is the control to shorten the variation time of the normal symbols. This control shortens the variation time of the normal symbols compared to when the ball entry rate state is active. The second ball entry assist control is the control to change the probability of winning the normal win lottery (normal win probability) to a higher probability than when the ball entry rate state is active. The third ball entry assist control is the control to extend the opening time of the normal win game. This control extends the opening time of the normal win game compared to when the ball entry rate state is active. The control for extending the opening time during a normal win game should be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start gate 13 is opened during a normal win game compared to when the ball entry rate is low. The second opening time extension control is a control that makes the opening time of the second start gate 13 during a normal win game longer than when the ball entry rate is low.

[0031] A high ball-scoring rate state may also be achieved by combining it with the fourth ball-scoring assistance control described below. The fourth ball-scoring assistance control is a special symbol variation time reduction control that shortens the variation time of the special game (for example, the average variation time) compared to when the ball-scoring rate state is low. When special symbol variation time reduction control is performed, a high ball-scoring rate state is a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state is a special symbol non-variation time reduction state (non-time-saving state).

[0032] The game state in the pachinko game machine 10 is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both a low probability state and a low ball entry rate state is referred to as a "low probability non-time reduction state". A game state that is both a high probability state and a low ball entry rate state is referred to as a "high probability non-time reduction state". A game state that is both a low probability state and a high ball entry rate state is referred to as a "low probability time reduction state". A game state that is both a high probability state and a high ball entry rate state is referred to as a "high probability time reduction state".

[0033] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals (control commands) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.

[0034] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processes related to the progress of the game by executing the main control program. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, and tables.

[0035] The main ROM 42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of a variation game. A variation pattern is information that identifies the variation content (presentation content) of a variation game. There are two types of variation patterns: jackpot variation patterns and losing variation patterns. A jackpot variation pattern is information that identifies the variation content in a presentation game that, after a reach presentation, ultimately stops and displays a jackpot combination of symbols. A losing variation pattern is information that identifies the variation content in a presentation game that, after a reach presentation, or without a reach presentation, ultimately stops and displays a losing combination of symbols.

[0036] The main RAM 43 stores various types of information that are rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 may include flags, counters, and timers. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through random number generation processing by the main CPU 41.

[0037] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can individually input each detection signal output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a game ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can individually control the display content of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to the normal actuator AC1 and the special actuator AC2. The main CPU 41 can control the opening mode of the second starting port 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can also control the opening mode of the large prize port 14 by controlling the operation of the special actuator AC2.

[0038] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-ROM 52 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 may include flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit.

[0039] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content in the display area R of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. Sub-CPU 51 can control the light emission mode of the decorative lamp LA. Sub-board 50 is connected to the movable actuator KA. Sub-CPU 51 is configured to control the operation of the movable body K by controlling the operation of the movable actuator KA. Sub-board 50 is connected to the home position sensor GS. Sub-CPU 51 can receive the detection signal output by the home position sensor GS when it detects the movable body K. Sub-CPU 51 is an example of a performance control means that controls the performance device group ES as a performance execution means. Sub-board 50 is connected to the performance button BT. Sub-CPU 51 can receive an operation signal indicating the operation status of the performance button BT.

[0040] Next, we will explain the various processes performed by the main CPU 41. First, let's explain the timer interrupt processing that takes place at predetermined control cycles (e.g., every 4ms). As an example, timer interrupt processing includes special symbol input processing and special symbol start processing.

[0041] This section explains the special symbol input process. In the special symbol input processing, the main CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by adding 1. Thus, the reservation condition for the first special game can be met if the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1. Subsequently, the main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the added first reserved number in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when the output condition is met. For example, one control command is output to the sub-board 50 each time an output condition is met. For example, the output condition is met at predetermined control cycles (e.g., 16ms).

[0042] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met.

[0043] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, and the game ball has not entered the first start opening 12, and the first reserve number is not less than the upper limit, the main CPU 41 determines whether or not a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start opening 13. If a game ball has entered the second start opening 13, the main CPU 41 determines whether or not the second reserve number stored in the main RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 41 updates the second reserve number by adding 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The main CPU 41 stores a control command that allows for the identification of the second reserve number after the addition (hereinafter referred to as the second reserve number command) in the output buffer. The reserve conditions for the second special game can be met if the second reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0044] Next, the main CPU 41 acquires random numbers generated within the main board 40. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special game and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions for the second special game are met. If the random number information for the second special game is stored in the main RAM 43, and no game balls have entered the second start opening 13, and the second reserve number is not less than the upper limit, the main CPU 41 terminates the special symbol input process.

[0045] Next, we will explain the process for initiating the special pattern. The main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if neither a jackpot game nor a special game is in progress, and a negative determination if either a jackpot game or a special game is in progress. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second reserve number is greater than zero.

[0046] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special game. Specifically, the main CPU 41 updates the second reserve number by subtracting 1. The main CPU 41 controls the second reserve display device 19d to display information that allows identification of the second reserve number after the subtraction. The main CPU 41 stores a second reserve number command that allows identification of the second reserve number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the second special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a win lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a win lottery to determine whether or not a jackpot has been won based on the jackpot probability according to the current probability state.

[0047] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 determines the jackpot symbols to be displayed in the second special game. For example, the main CPU 41 determines the jackpot symbols by a jackpot symbol lottery using random numbers that can be identified from random number information. Next, the main CPU 41 determines one jackpot variation pattern from among several jackpot variation patterns. For example, the main CPU 41 determines one jackpot variation pattern by a variation pattern determination lottery using random numbers that can be identified from random number information. After that, the main CPU 41 terminates the special symbol start process. For example, one jackpot variation pattern is a variation pattern that identifies the content of the variation that ultimately displays the jackpot symbol combination after going through the NR (No Role) performance in the performance game. For example, one jackpot variation pattern is a variation pattern that identifies the content of the variation that ultimately displays the jackpot symbol combination after going through the SR (Super Role) performance in the performance game.

[0048] If a big win is not achieved, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special game. For example, the main CPU 41 determines predetermined losing symbols as the losing symbols to be displayed in the second special game. Next, the main CPU 41 determines one losing spin pattern from among several losing spin patterns. For example, the main CPU 41 determines one losing spin pattern by a spin pattern determination lottery using random numbers that can be identified from random number information. After that, the main CPU 41 terminates the special symbol start process. For example, one losing spin pattern is a spin pattern that specifies the content of the spin that ultimately displays a losing combination of symbols without going through a reach animation in the performance game. For example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an NR animation in the performance game. One example of a losing spin pattern is a spin pattern in a performance game that, after an SR (Super Rare) performance, ultimately displays a losing combination of symbols as the final result.

[0049] If the second reserve number is zero, the main CPU 41 determines whether the first reserve number is greater than zero. If the first special reserve number is zero, the main CPU 41 determines whether to store the wait command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether or not the wait command has been output. The wait command is a control command that can identify that the game has been controlled to a wait state. The wait state is a state in which a variable game is not being played and a jackpot game is not being played.

[0050] For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not yet been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can determine that a wait command has already been output. After that, the main CPU 41 terminates the special symbol start process.

[0051] If the first reserved number is greater than zero, the main CPU 41 performs the process of executing the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the first reserved number after the subtraction. The main CPU 41 stores the first reserved number command that allows for the identification of the first reserved number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the first special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.

[0052] If a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 determines the jackpot symbols to be displayed in the first special game. For example, the main CPU 41 determines the jackpot symbols by a jackpot symbol lottery using random numbers that can be identified from random number information. Next, the main CPU 41 determines one jackpot variation pattern from among several jackpot variation patterns. For example, the main CPU 41 determines one jackpot variation pattern by a variation pattern determination lottery using random numbers that can be identified from random number information. After that, the main CPU 41 finishes the special symbol start process.

[0053] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the first special game. For example, the main CPU 41 determines predetermined losing symbols as the losing symbols to be displayed in the first special game. Next, the main CPU 41 determines one losing spin pattern from among several losing spin patterns. For example, the main CPU 41 determines one losing spin pattern by a spin pattern determination lottery using random numbers that can be identified from random number information. After that, the main CPU 41 terminates the special symbol start process. In the jackpot spin process and the losing spin process, the main CPU 41 stores the spin start command in the output buffer. The spin start command is a control command that can identify the spin pattern determined in each spin process and the start of the spin game. For example, the spin start command is a control command that can identify the special symbols (jackpot symbols or losing symbols) determined in each spin process. For example, the variation start command is a different control command depending on whether the variation processing for the first special game is executed or the variation processing for the second special game is executed. The main CPU 41 updates the output information in the main RAM 43 during the jackpot variation processing and the loss variation processing so that it can identify that the wait command has not yet been output.

[0054] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When executing the first special game, the main CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores a control command that can identify the end of the variation game (hereinafter referred to as the variation end command) in the output buffer.

[0055] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol in a variable pattern. The main CPU 41 measures the variable time specified in the variable pattern. When the variable time specified in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time specified in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process.

[0056] This explains the processing of winning games. The jackpot game processing is the process for granting a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then grants the identified type of jackpot game.

[0057] For example, there are two types of jackpot games: the first jackpot game and the second jackpot game. The first jackpot game is a jackpot game based on the first jackpot symbols. The second jackpot game is a jackpot game based on the second jackpot symbols, which are different from the first jackpot symbols.

[0058] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. The opening command is a control command that instructs the execution of the opening sequence. For example, the opening command may include information that can identify the type of jackpot game. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 opens the jackpot opening 14 by controlling the special actuator AC2 using the opening control data for the identified jackpot game. The main CPU 41 performs this processing to execute the round game until the number of rounds specified for the jackpot game are completed. For example, both the first jackpot game and the second jackpot game are specified to have 10 rounds (10R). Each round game has a specified number condition and a time condition as termination conditions. For example, each round of the game has a quantity requirement: 10 game balls must enter the large prize slot 14. For example, each round of the game has a time requirement: 29 seconds must elapse.

[0059] The main CPU 41 stores a control command (hereinafter referred to as the round command) that identifies the start of a jackpot round in the output buffer each time a round of game is started. When the final round of game ends, the main CPU 41 stores a control command (hereinafter referred to as the ending start command) that identifies the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as the ending end command) that identifies the elapsed ending time in the output buffer. In this way, the jackpot game is executed when a win (jackpot) is achieved in the jackpot lottery.

[0060] This section explains the game state transition process, which involves changing the game state. Game state transition processing includes probability transition processing, which transitions the probability state, and ball entry rate transition processing, which transitions the ball entry rate state. For example, game state transition processing is executed after the jackpot game processing is completed. For example, in game state transition processing, the ball entry rate transition processing is executed in the order of probability transition processing.

[0061] First, let me explain the process for transferring the ball entry rate. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the game to a high ball entry rate state when the first or second jackpot game ends. After the second jackpot game ends, the main CPU 41 counts the number of times a special game has been executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the final game ends, the main CPU 41 clears the activation flag stored in the main RAM 43. The final game is the special game that occurs when the number of special games executed after the jackpot game reaches the activation count. In other words, after the second jackpot game ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count special game ends. The main CPU 41 does not clear the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state during the jackpot game.

[0062] Next, we will explain the probability transition process. In the probability transition process, when the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, when the first jackpot game ends, the main CPU 41 controls the game to a high probability state. After the first jackpot game ends, the main CPU 41 does not clear the probability change flag until the next jackpot game is awarded. On the other hand, when the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, when the second jackpot game ends, the main CPU 41 controls the game to a low probability state. When the main CPU 41 starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, during a jackpot game, the main CPU 41 controls the game to a low probability state.

[0063] Through probability transition processing and ball entry rate transition processing, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability time-saving state. After the second jackpot game ends, the pachinko machine 10 is controlled to a low probability state and a high ball entry rate state. Subsequently, when the special game for the specified number of activations ends, the pachinko machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko machine 10 is controlled to a low probability time-saving state, and then, triggered by the end of the special game for the specified number of activations, is controlled to a low probability non-time-saving state.

[0064] Thus, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the jackpot lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the jackpot lottery.

[0065] As an example, when the game state changes, the main CPU 41 stores a control command that can identify the current game state (hereinafter referred to as a state specification command) in the output buffer. In other words, there are state specification commands that can identify the low probability non-time-saving state, state specification commands that can identify the low probability time-saving state, state specification commands that can identify the high probability non-time-saving state, and state specification commands that can identify the high probability time-saving state. As an example, when power supply is started, the main CPU 41 stores a state specification command that can identify the current game state in the output buffer.

[0066] This section explains the normal pattern input process. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered the gate 17 based on whether or not it has received a detection signal from the gate sensor SE4. If a game ball has entered the gate 17, the main CPU 41 determines whether or not the number of normal reserved balls stored in the main RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the main CPU 41 updates the number of normal reserved balls by adding 1.

[0067] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the lottery of winning regular symbols, and winning symbol random numbers used for determining regular symbols. The main CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.

[0068] Next, we will explain the process for starting the normal pattern. The normal symbol start process is an example of timer interrupt processing. In the normal symbol start process, the main CPU 41 determines whether the conditions for starting a normal game are met. The main CPU 41 makes a positive determination if neither a normal win game nor a normal game is in progress, and a negative determination if either a normal win game or a normal game is in progress. If the conditions for starting a normal game are not met, the main CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 41 terminates the normal symbol start process.

[0069] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing the normal game. Specifically, the main CPU 41 updates the normal reserve count by subtracting 1. The main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the normal game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The main CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0070] If a regular win is achieved, the main CPU 41 performs a regular win variation process. In the regular win variation process, the main CPU 41 uses a random number of regular win symbols that can be identified from the random number information to draw regular win symbols and determines which regular win symbols will be displayed as stops in the regular game. If a regular win is not achieved, the main CPU 41 performs a regular loss variation process. In the regular loss variation process, the main CPU 41 determines which regular loss symbols will be displayed as stops in the regular game.

[0071] The main CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main CPU 41 terminates the normal symbol start process.

[0072] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. When the main CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.

[0073] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal win normal game ends. The main CPU 41 opens the second start port 13 by controlling the normal actuator AC1 using the open control data corresponding to the normal win symbol determined in the normal symbol start processing.

[0074] Next, we will explain the various processes performed by the sub-CPU 51. This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects associated with a special game while the special game is running. When the sub-CPU 51 receives a variation start command, it controls the performance device group ES, including the performance display device EH, to execute the performance game.

[0075] The sub-CPU 51 determines the symbol combination to be displayed in the performance game based on the variation start command. The sub-CPU 51 determines the winning symbol combination if it can identify the winning symbol from the variation start command. For example, a winning symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol. The sub-CPU 51 determines the losing symbol combination if it can identify the losing symbol from the variation start command. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that includes a reach if the conditions for executing a reach performance (hereinafter referred to as the reach condition) are met. For example, a losing symbol combination that includes a reach is a symbol combination in which, among multiple performance symbols, the performance symbols in the left and right columns are the same performance symbol, while the performance symbol in the middle column is a different performance symbol. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that does not include a reach if the reach condition is not met. For example, a losing combination of symbols that does not include a reach is a combination of symbols in which multiple performance symbols are each different performance symbols. For example, the sub-CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.

[0076] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-CPU 51 starts the performance game.

[0077] As an example, the sub-CPU 51 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. Subsequently, the sub-CPU 51 stops displaying the symbol combination in a final state when a variation end command is input. As an example, the sub-CPU 51 may also stop displaying the symbol combination in a final state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted. Note that if a variation end command is input before a predetermined timing arrives after the start of the performance game, the sub-CPU 51 will stop displaying the symbol combination in a final state without temporarily stopping displaying it when the variation end command is input. The sub-CPU 51 is an example of a variation game execution means that executes a variation game.

[0078] Next, we will explain the various effects and animations performed in the pachinko game machine 10. As an example, the effects performed in the pachinko game machine 10 include specific effects, special effects, and special effects that suggest the execution of specific or special effects. Note that special effects may also be effects that (in advance) notify the execution of specific or special effects.

[0079] First, let me explain the specific effects. As shown in Figure 4, one example of a specific effect is a movable effect using a movable body K. One example of a specific effect is in which the movable body K displaces from its original position P0 to the effect position P1, stops at the effect position P1 for a predetermined stop time, and then displaces from the effect position P1 back to its original position P0. One example of a specific effect is that the time (estimated time) it takes for the movable body K to displace from its original position P0 to the effect position P1 is 0.2 seconds. Another example is that the stop time of the specific effect is 3 seconds. Another example is that the time (estimated time) it takes for the movable body K to displace from the effect position P1 back to its original position P0 is 0.8 seconds. In other words, the total effect time (estimated effect time) of the specific effect is 4 seconds.

[0080] As shown in Figure 5, as an example, a special effect is an effect that is operated by an effect button BT. As an example, a special effect may include a display effect that displays a button image Gb on the effect display device EH. As an example, the button image Gb is an image that mimics the effect button BT. As an example, a special effect may include a display effect that displays an effect image Ge on the effect display device EH for a predetermined effect time, triggered by the effect button BT being operated during the effect button BT operation acceptance period. As an example, the effect image Ge is an image that mimics the string of characters "Chance". As an example, the operation acceptance period in a special effect is at least a part of the period during which the button image Gb is displayed. As an example, the operation acceptance period in a special effect ends when a first termination condition is met, which is the elapsed of a predetermined acceptance time, or when a second termination condition is met, which is when the effect button BT is operated. As an example, the acceptance time for the operation acceptance period of a special effect is 2 seconds. As an example, the display of the button image Gb ends when the first termination condition or the second termination condition is met. In other words, the button image Gb will stop being displayed when the operation acceptance period ends. The operation acceptance period in special effects is just one example of a special operation acceptance period.

[0081] Next, I will explain the special effects. For example, a special effect is a display effect shown by the effect display device EH. For example, a special effect is an effect that suggests the timing of the execution of some effect (specific effect, and special effect). For example, a special effect is a so-called "timer effect." In other words, a special effect is an effect that suggests the remaining time until the timing of the execution of a specific effect or special effect arrives. For example, a special effect has a first form and a second form. For example, a special effect is an effect that changes from the first form to the second form. For example, a special effect is an effect that progresses from the first stage as the first form to the second stage as the second form. For example, the first stage of a special effect suggests or notifies the timing of progression to the second stage. For example, the first stage of a special effect suggests or notifies the remaining time until the timing of progression to the second stage arrives.

[0082] As shown in Figures 6(a) and 6(b), as an example, in the first stage of the special performance, a timer image Gt is displayed on the performance display device EH. The timer image Gt is an image that notifies the remaining time until the timing to proceed to the second stage of the special performance arrives. As an example, the remaining time until the timing to proceed to the second stage arrives at the start of the first stage of the special performance is a specific amount of time. As an example, this specific amount of time is 10 seconds. As an example, in the first stage of the special performance, the "remaining time until the timing to proceed to the second stage arrives," as notified by the timer image Gt, is counted down. In other words, the special performance can be said to be a performance that notifies the timing of a specific amount of time. Note that the timer image Gt may also be an image that suggests the remaining time until the timing to proceed to the second stage of the special performance arrives. In other words, the special performance is a performance that suggests or notifies the timing of a specific amount of time.

[0083] As shown in Figure 6(c), for example, in the second stage of the special performance, a timer image Gt is displayed on the performance display device EH for a predetermined display time. For example, in the second stage of the special performance, a timer image Gt is displayed on the performance display device EH for a predetermined time. As described above, the timer image Gt is an image that indicates the remaining time until the timing for progressing to the second stage of the special performance arrives. Therefore, in the second stage of the special performance, the remaining time indicated by the timer image Gt displayed on the performance display device EH is zero. In other words, in the second stage of the special performance, a timer image Gt indicating that the remaining time is zero is displayed on the performance display device EH for a predetermined time. For example, the predetermined time is 3.5 seconds. In other words, the display time of the timer image Gt in the second stage of the special performance is 3.5 seconds. The special performance ends after a specific time has elapsed, triggered by the elapsed predetermined time (3.5 seconds). The timing of the elapsed predetermined time (3.5 seconds) corresponds to the specific timing.

[0084] Next, we will explain the process for determining whether or not to execute each of the above-mentioned effects, and if so, how they will be executed. For example, when the sub-CPU 51 receives a variation start command, it executes a performance lottery process. In the performance lottery process, it decides whether or not to execute a specific performance or a special performance. For example, the sub-CPU 51 decides whether or not to execute a specific performance or a special performance in such a way that the probability of winning is higher when it decides to execute the specific performance or a special performance compared to when it does not decide to execute it (when it decides not to execute it). For example, the sub-CPU 51 decides whether or not to execute a specific performance or a special performance based on the variation pattern and the type of special symbol identified from the variation start command. For example, the sub-CPU 51 is more likely to decide to execute a specific performance or a special performance when executing a performance game that includes an SR performance compared to when executing a performance game that does not include an SR performance. For example, the sub-CPU 51 is more likely to decide to execute a specific performance or a special performance when executing a performance game that includes an NR performance compared to when executing a performance game that does not include either an NR performance or an SR performance. For example, the sub-CPU 51 is more likely to decide to execute a specific or special animation when the special symbol is a winning symbol than when the special symbol is a losing symbol. If it decides not to execute a specific animation (decides not to execute a specific animation), the sub-CPU 51 does not decide to execute a special animation (decides not to execute a special animation). After that, the sub-CPU 51 terminates the specific animation lottery process.

[0085] When it is decided to execute a specific animation or a special animation, the sub-CPU 51 decides which of the two to execute. For example, the sub-CPU 51 decides which of the two to execute such that the probability of winning a jackpot is higher when it is decided to execute a specific animation compared to when it is decided to execute a special animation. When it is decided to execute a specific animation, the sub-CPU 51 decides the timing of the execution of the specific animation. For example, there are three timings for executing a specific animation: a first timing, a second timing after the first timing, and a third timing after the second timing. For example, the sub-CPU 51 decides the timing of the execution of the specific animation such that the probability of winning a jackpot is higher when it is executed when the first timing arrives compared to when it is executed when the second timing arrives. For example, the sub-CPU 51 determines the timing of the execution of a specific animation so that the probability of winning a jackpot is higher when the animation is executed when the second timing occurs compared to when the animation is executed when the third timing occurs.

[0086] If a special effect is decided to be executed, the sub-CPU 51 determines the timing of its execution. For example, there are four possible timings for executing a special effect: a fourth timing and a fifth timing that occurs after the fourth timing. For example, the sub-CPU 51 determines the timing of the special effect so that the probability of winning is higher when the special effect is executed when the fourth timing arrives compared to when the special effect is executed when the fifth timing arrives.

[0087] When the timing for executing a specific animation is determined, or when the timing for executing a special animation is determined, the sub-CPU 51 decides whether or not to execute the special animation. For example, the sub-CPU 51 decides whether or not to execute the special animation in such a way that the probability of winning is higher when the execution of the special animation is decided compared to when the execution of the special animation is not decided (when the decision is made not to execute it). If the execution of the special animation is not decided (the decision is made not to execute the special animation), the sub-CPU 51 terminates the specific animation lottery process.

[0088] Next, we will explain the process for executing the specific performance that was decided to be performed in the specific performance lottery process. As an example, the sub-CPU 51 executes the specific performance execution process when the specific performance lottery process is completed.

[0089] As shown in Figure 7, in the specific performance execution process, the sub-CPU 51 determines that the timing for executing the special performance has arrived when the first hour has elapsed since the start of the variable game. If the sub-CPU 51 has decided to execute the special performance in the specific performance lottery process, it controls the performance display device EH to execute the special performance when the timing for executing the special performance has arrived. For example, the first hour is 1 second. Subsequently, the sub-CPU 51 advances the special performance from the first stage to the second stage when the timing for progressing to the second stage of the special performance has arrived. Specifically, the sub-CPU 51 stops the countdown of the remaining time announced by the timer image Gt and controls the performance display device EH to display a timer image Gt indicating that the remaining time is zero for a predetermined period of time. For example, the sub-CPU 51 measures a specific time when the special performance starts and determines that the timing for progressing to the second stage of the special performance has arrived when the specific time has elapsed. In other words, the sub-CPU 51 can measure a specific time when a predetermined timing arrives.

[0090] In the specific performance execution process, the sub-CPU 51 determines that the fourth timing has arrived when two hours have elapsed since the start of the variable game. For example, the second hour is the sum of the first hour and the specific time (11 seconds). In other words, for example, the fourth timing is the same timing as the progression to the second stage of the special performance. If the sub-CPU 51 has decided to execute the special performance at the fourth timing in the specific performance lottery process, it controls the performance display device EH to execute the special performance when the fourth timing arrives. In other words, the sub-CPU 51 controls the performance display device EH to display the button image Gb when the fourth timing arrives. The sub-CPU 51 also starts the operation acceptance period for the performance button BT when the fourth timing arrives. The sub-CPU 51 ends the operation acceptance period for the performance button BT when the first termination condition is met (the acceptance time has elapsed) or when the second termination condition is met (the performance button BT is operated during the operation acceptance period). Furthermore, the sub-CPU 51 controls the performance display device EH to display the performance image Ge instead of the button image Gb for the duration of the performance, triggered by the fulfillment of the first termination condition or the fulfillment of the second termination condition.

[0091] In the specific performance execution process, the sub-CPU 51 determines that the first timing has arrived when the third time has elapsed since the start of the variable game. For example, the third time is longer than the sum of the first time and the specific time. In other words, for example, the first timing is later than the timing to proceed to the second stage of the special performance. For example, the third time is shorter than the sum of the first time, the specific time, and a predetermined time (3.5 seconds). In other words, for example, the specific timing (the timing of the end of the special performance) is later than the first timing. For example, the third time is 12.5 seconds. If the sub-CPU 51 has decided to execute the specific performance at the first timing in the specific performance lottery process, it controls the performance display device EH to execute the specific performance when the first timing arrives. In other words, the sub-CPU 51 controls the movable body K to operate when the first timing arrives. Specifically, the sub-CPU 51, upon the arrival of the first timing, controls the movable body K to move from its original position P0 to the performance position P1, then to stop at the performance position P1 for a predetermined stop time, and then to move it back from the performance position P1 to its original position P0.

[0092] In the specific performance execution process, the sub-CPU 51 determines that the fifth timing has arrived when the fourth hour has elapsed since the start of the variable game. For example, the fourth hour is later than the sum of the first hour and the specific time. In other words, for example, the fifth timing is later than the timing for progressing to the second stage of the special performance. For example, the fourth hour is the same as the third hour (12.5 seconds). If the sub-CPU 51 has decided to execute the special performance at the fifth timing in the specific performance lottery process, it controls the performance display device EH to execute the special performance when the fifth timing arrives.

[0093] In the process of executing a specific performance, the sub-CPU 51 determines that the second timing has arrived when the fifth hour has elapsed since the start of the variable game. For example, the fifth hour is longer than the fourth hour. In other words, for example, the second timing is even later than the first timing, which is later than the timing when the special performance progresses to the second stage. For example, the fifth hour is 14 seconds. If the sub-CPU 51 has decided to execute the specific performance at the second timing in the specific performance lottery process, it controls the performance display device EH to execute the specific performance when the second timing arrives.

[0094] In the specific performance execution process, the sub-CPU 51 determines that the third timing has arrived when the sixth hour has elapsed since the start of the variable game. For example, the sixth hour is longer than the sum of the first hour and the duration of the special performance. In other words, for example, the third timing is the timing after the special performance has ended. For example, the sixth hour is 15 seconds. If the sub-CPU 51 has decided to execute the specific performance at the third timing in the specific performance lottery process, it controls the performance display device EH to execute the specific performance when the third timing arrives.

[0095] Thus, the first and second timings occur during the period from when the special performance changes from its first form (first stage) to its second form (second stage) until the special performance ends. On the other hand, the third timing occurs after the special performance has ended. Furthermore, the fourth and fifth timings occur during the period from when the special performance changes from its first form (first stage) to its second form (second stage) until the special performance ends.

[0096] Next, we will explain some examples of specific ways in which special and unique performances are carried out. Figures 8(a) and 8(b) show the execution method when a special effect is performed. When the first hour has elapsed since the start of the variable game, the special effect display device EH may perform the special effect. Specifically, the special effect display device EH counts down the remaining time until the timing to proceed to the second stage of the special effect. Then, when the timing to proceed to the second stage of the special effect arrives, the countdown of the remaining time until the timing to proceed to the second stage of the special effect stops on the special effect display device EH, and a timer image Gt is displayed to indicate that the remaining time is zero.

[0097] Figure 8(c) shows the situation when a specific performance is executed after the special performance has progressed to the second stage and the first timing has arrived. At this time, the execution of the specific performance causes the movable body K to be displaced from its original position P0 to the performance position P1. As described above, when the movable body K is in the performance position P1, all or almost all of the movable body K covers all or almost all of the display area R of the performance display device EH, making the display area R of the performance display device EH invisible or difficult to see. Here, the first timing is before the end timing of the special performance. For this reason, although the timer image Gt is continuously displayed on the performance display device EH, the timer image Gt is invisible or difficult to see when viewed from the front. In other words, when the specific performance is executed, the movable body K restricts the indication or notification of the timing status of a specific time in the special performance.

[0098] Figure 8(d) shows the situation when a specific performance is executed after the special performance has progressed to the second stage and the second timing has arrived. At this time, the execution of the specific performance causes the movable body K to be displaced from its original position P0 to the performance position P1. Here, the second timing is before the end timing of the special performance. For this reason, although the timer image Gt is continuously displayed on the performance display device EH, the timer image Gt is not visible or difficult to see from a front view.

[0099] Figures 8(e) and 8(f) show the situation when a specific performance is executed after the special performance has progressed to the second stage and the third timing has arrived. At this time, the execution of the specific performance causes the movable body K to be displaced from its original position P0 to the performance position P1. Here, the third timing is after the end timing of the special performance. Therefore, at the timing when the movable body K is displaced from its original position P0 to the performance position P1, the display of the timer image Gt on the performance display device EH has finished.

[0100] Thus, when a predetermined special performance is executed, there are two possibilities: the specific performance is executed when the first timing occurs after the special performance has changed from the first mode (first stage) to the second mode (second stage), and the specific performance is executed when the second timing occurs, which is later than the first timing. In addition, when a predetermined special performance is executed, there are also cases where the specific performance is executed when the third timing occurs, which is later than the second timing, after the special performance has changed from the first mode (first stage) to the second mode (second stage). As mentioned above, the timing at which the special performance changes from the first mode (first stage) to the second mode (second stage) is the same as the timing at which a specific time has elapsed when a predetermined timing occurs to measure that specific time. Therefore, when a specific time is measured triggered by the arrival of a predetermined timing, it can be said that there are cases where the specific performance is executed triggered by the arrival of the first timing after the predetermined time has elapsed, and cases where the specific performance is executed triggered by the arrival of the second timing, which is later than the first timing. Similarly, when a specific time is measured triggered by the arrival of a predetermined timing, it can also be said that there are cases where the specific performance is executed triggered by the arrival of the third timing, which is later than the second timing, after the predetermined time has elapsed. Here, as mentioned above, the first timing and the second timing are timings that are after the timing of progression to the second stage of the special performance, and before the timing of the end of the special performance. In other words, it can be said that after a specific time has elapsed since the start of the special performance, the special performance may change from the first form (first stage) to the second form (second stage), and the specific performance may be executed before the predetermined time has elapsed. The third timing is after the timing of the end of the special performance. In other words, it can be said that after a certain amount of time has elapsed since the special performance began, the special performance may change from its first form (first stage) to its second form (second stage), and then, after a further predetermined amount of time has elapsed, the special performance may be executed.Furthermore, since the probability of winning a jackpot varies depending on the timing of a specific animation, it can be said that the probability of winning a jackpot varies depending on the time elapsed between the start of a specific animation and its execution.

[0101] Next, we will explain some examples of specific ways in which special effects and special performances are carried out. Figures 9(a) and 9(b) show the execution method when a special effect is performed. When the first hour has elapsed since the start of the variable game, the special effect display device EH may perform the special effect. Specifically, the special effect display device EH counts down the remaining time until the timing to proceed to the second stage of the special effect. Then, when the timing to proceed to the second stage of the special effect arrives, the countdown of the remaining time until the timing to proceed to the second stage of the special effect stops on the special effect display device EH, and a timer image Gt is displayed to indicate that the remaining time is zero.

[0102] Figure 9(c) shows the situation when the special effect progresses to the second stage, triggered by the passage of the fourth timing. As mentioned above, the timing of the special effect progressing to the second stage and the fourth timing are the same. In other words, the timing of the special effect progressing to the second stage and the timing of the special effect being executed at the fourth timing are the same. Here, the performance time of the special effect in the second stage is longer than the acceptance time of the special effect operation acceptance period. In other words, when the special effect at the fourth timing is executed, at least the second type of special effect is being executed during the special effect operation acceptance period. For this reason, even if the special effect operation acceptance period ends due to the fulfillment of either the first or second termination condition, the performance image Ge is displayed on the performance display device EH while the special effect is being executed (see Figure 9(e)). In other words, even if the special effect operation acceptance period ends due to the fulfillment of either the first or second termination condition, the special effect operation acceptance period ends while the special effect is being executed. Therefore, when the special effect of the fourth timing is executed, the period for accepting operations for the special effect can be said to be during the execution of the special effect of the second type, and part of the period during which the special effect is being executed.

[0103] Figure 9(d) shows the situation when a special performance is executed after the 5th timing has elapsed, following the progression of the special performance to the 2nd stage. As mentioned above, the timing for the progression of the special performance to the 2nd stage is 11 seconds (2nd hour) after the start of the variable game. The 5th timing is 12.5 seconds (4th hour) after the start of the variable game. In other words, the special performance at the 5th timing is executed 1.5 seconds after the special performance has progressed to the 2nd stage. Here, the performance time for the 2nd stage special performance is 3.5 seconds. Therefore, when the special performance at the 5th timing begins, the remaining performance time for the 2nd stage special performance is 2 seconds (3.5 seconds - 1.5 seconds). In other words, when the special performance at the 5th timing begins, the remaining performance time for the 2nd stage special performance is the same as the acceptance period for special performance operation. In other words, when the special effect of the fifth timing is executed, at least the special effect of the second mode is being executed during the operation acceptance period of the special effect. When the operation acceptance period of the special effect ends due to the fulfillment of the first termination condition, the effect image Ge is displayed on the effect display device EH at the timing when the special effect ends (see Figure 9(f)). On the other hand, when the operation acceptance period of the special effect ends due to the fulfillment of the second termination condition, the effect image Ge is displayed on the effect display device EH while the special effect is being executed (see Figure 9(e)). In other words, whether the operation acceptance period of the special effect ends due to the fulfillment of the first termination condition or the second termination condition, the operation acceptance period of the special effect ends while the special effect is being executed. For this reason, when the special effect of the fifth timing is executed, the operation acceptance period of the special effect is during the execution of the special effect of the second mode, and is part of the period during which the special effect is being executed.

[0104] Thus, when a predetermined special effect is performed, there are two possibilities: the special effect is performed when the fourth timing occurs after the special effect has changed from the first mode (first stage) to the second mode (second stage), and the special effect is performed when the fifth timing occurs, which is later than the fourth timing. In other words, when a specific time is measured triggered by the arrival of a predetermined timing, there are two possibilities: when the special effect is performed when the fourth timing occurs after the specified time has elapsed, and when the special effect is performed when the fifth timing occurs, which is later than the fourth timing. Here, as mentioned above, the fourth timing is the same timing as the progression to the second stage of the special effect. In other words, when a predetermined special effect is performed, the special effect may be performed when the special effect changes from the first mode (first stage) to the second mode (second stage). Also, the fifth timing is a timing later than the progression to the second stage of the special effect. In other words, when a predetermined special effect is performed, after the special effect changes from the first mode (first stage) to the second mode (second stage), a special effect may be performed during the execution of the special effect in the second mode (second stage). Furthermore, since the probability of winning a jackpot differs depending on the timing of the special effect's execution, it can be said that the probability of winning a jackpot differs depending on the time elapsed between the completion of a specific period of time and the execution of the special effect.

[0105] The effects of this embodiment will now be explained. (1) In this embodiment, for specific effects with different execution timings, the execution timing can be indicated by a special effect. In such cases, the more execution timings there are for specific effects, the more types of times can be indicated (displayed) by the special effect, which may result in complicated control. Today, it is desirable to suppress the complexity of control for executing special effects. In this context, in this embodiment, for specific effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is made different. In other words, in this embodiment, for specific effects with different execution timings, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is made common. This makes it possible to suppress the complexity of control for executing special effects.

[0106] (2) In this embodiment, the first timing and the second timing occur during the period from when the special performance changes from the first mode (first stage) to the second mode (second stage) until the special performance ends. According to this, whether the specific performance is executed triggered by the arrival of the first timing after the special performance has changed from the first mode (first stage) to the second mode (second stage), or triggered by the arrival of the second timing, the specific performance will start during the execution of the special performance. Therefore, it is possible to give the player the impression that the specific performance was executed because the special performance changed to the second mode (second stage).

[0107] (3) On the other hand, the third timing occurs after the special performance has ended, so the specific performance of the third timing is executed after the special performance has ended. However, since the specific performance is also executed when the first timing occurs, it is possible to prevent the impression that the specific performance was executed from being worsened by the change of the special performance to the second form (second stage).

[0108] (4) In this embodiment, the execution timing of specific effects with different execution timings can be indicated by measuring a specific time. In such cases, it was necessary to make the timing of starting the measurement of the specific time different or to make the length of the specific time different depending on the execution timing of the specific effect, which could make the control for measuring the specific time complicated. Nowadays, it is desirable to suppress the complexity of the control for measuring the specific time. In this context, in this embodiment, the time from the expiration of the specific time until the execution timing arrives is made different for specific effects with different execution timings. In other words, in this embodiment, the timing of measuring the specific time and the specific time to be measured are common for specific effects with different execution timings. This makes it possible to suppress the complexity of the control for measuring the specific time.

[0109] (5) The probability of winning a jackpot varies depending on the time elapsed between the end of a specific period of time and the execution of that specific period of time. This allows players to focus their attention on the time elapsed between the end of a specific period of time and the execution of that specific period of time.

[0110] (6) When a specific performance is executed, the movable body K restricts the indication or notification of the timing status of a specific time in the special performance. As a result, when a specific performance is executed at the first timing, the specific performance restricts the indication or notification of the timing status of a specific time, thereby preventing the player from feeling uncomfortable because the special performance is being executed on the display means after the start of the specific performance.

[0111] (7) In this embodiment, for special effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is made different. In other words, in this embodiment, for special effects with different execution timings, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is made common. This makes it possible to suppress the complexity of the control required to execute the special effects.

[0112] (8) In this embodiment, the fourth timing and the fifth timing of the special performance occur during the period from when the special performance changes from the first mode (first stage) to the second mode (second stage) until the special performance ends. According to this, whether the special performance is executed triggered by the arrival of the fourth timing after the special performance has changed from the first mode (first stage) to the second mode (second stage), or triggered by the arrival of the fifth timing, the specific performance will start during the execution of the special performance. Therefore, the player will be given the impression that the special performance has been executed because the special performance has changed to the second mode (second stage).

[0113] (9) In particular, the fourth timing occurs when the special effect progresses from the first stage to the second stage. Therefore, the special effect at the fourth timing can give the player a stronger impression that it was performed because the special effect changed to the second form (second stage).

[0114] (10) In this embodiment, the time between the expiration of a specific time and the arrival of the execution timing is made different for special effects with different execution timings. In other words, in this embodiment, the timing of the specific time and the specific time to be measured are made common for special effects with different execution timings. This makes it possible to suppress the complexity of the control required to measure the specific time.

[0115] (11) The probability of winning a jackpot varies depending on the time elapsed between the end of a specific period and the start of the special effect. This allows players to focus their attention on the time elapsed between the end of a specific period and the start of the special effect.

[0116] 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. • The specific effects may be changed as desired. For example, the specific effects may include, in addition to or instead of, display effects, sound effects, and light effects. In other words, the specific effects may include one or more effects arbitrarily selected from among the movement effects, display effects, sound effects, and light effects. Also, for example, the specific effects may include operation effects. In other words, for example, the specific effects may be effects in which a movement effect is executed by operating the effect button BT during the operation acceptance period.

[0117] For example, in addition to the first, second, and third timings, there may be other timings for the execution of a particular performance. For example, the other timing may be before the timing for progression to the second stage of the special performance, at the same time as the progression timing, after the progression timing, or after the completion of the special performance. Also, for example, there may be multiple other timings, and each of the multiple other timings may be arbitrarily selected from the above timings.

[0118] The probability of winning a jackpot with a specific animation may be changed at will. For example, the probability of winning a jackpot with a specific animation at the first timing may be higher than that of the specific animation at the second timing, and also higher than that of the specific animation at the third timing. For example, the probability of winning a jackpot with a specific animation at the second timing may be higher than that of the specific animation at the third timing. For example, the probability of winning a jackpot with a specific animation may be the same regardless of the timing of its execution.

[0119] • Special effects may be changed as desired. For example, special effects may include sound effects, light effects, and movement effects in addition to, or instead of, operation effects and display effects. In other words, special effects may include one or more effects arbitrarily selected from operation effects, display effects, sound effects, light effects, and movement effects.

[0120] For example, in addition to the first and second timings, there may be other timings for executing special effects. For example, the other timing may be before the timing for progressing to the second stage of the special effect, at the same time as the progression timing, after the progression timing, or after the completion of the special effect. Also, for example, there may be multiple other timings, and each of the multiple other timings may be arbitrarily selected from the above timings.

[0121] The probability of winning a jackpot with special effects may be changed at will. For example, the probability of winning a jackpot with a specific effect at the fourth timing may be higher than the probability of winning a jackpot with a specific effect at the fifth timing. For example, the probability of winning a jackpot with special effects may be the same regardless of when they are performed.

[0122] The period for accepting special effects operations may be changed as desired. For example, the period for accepting special effects operations may be part or all of the duration of the special effects execution. For example, the period for accepting special effects operations may be part or all of the duration of the special effects execution of the second type. For example, the period for accepting special effects operations may be during the execution of the special effects execution of the second type, and for the entire duration of the special effects execution.

[0123] • Special effects may be modified as desired. For example, special effects may include sound effects, light effects, and movable effects in addition to, or instead of, display effects. In other words, special effects may include one or more effects arbitrarily selected from display effects, sound effects, light effects, and movable effects. Also, for example, special effects may include operation effects. For example, special effects may indicate or notify the timing at which some effect will be executed by operating the effect button BT during the operation acceptance period.

[0124] • In the first stage of the special effect, an image may be displayed that suggests the timing for progressing to the second stage. For example, the image that suggests the timing for progressing to the second stage may be an image that resembles a gauge indicating the timing for progressing to the second stage. In other words, the special effect may be an effect that suggests the timing status of a specific time.

[0125] • The special performance may not change from the first mode (first stage) to the second mode (second stage). For example, the special performance of the second mode may be executed without going through the special performance of the first mode. In this case, the special performance of the second mode may be a performance that suggests or notifies that the timing for the execution of some kind of performance is approaching. For example, the special performance of the first mode may end without changing to the special performance of the second mode. In this case, the special performance of the first mode may be a performance that suggests or notifies that the timing for the execution of some kind of performance will approach after a predetermined period (after a specific time has elapsed).

[0126] • It may be possible to execute a special performance other than the special performance in the above embodiment. For example, the special performance and the other special performance may differ in at least one of the following: the start timing and the timing of progression from the first stage to the second stage. For example, the special performance and the other special performance may differ in the type of performance that suggests the execution timing. Specifically, the special performance may be a performance that suggests the execution of a specific performance, while the other special performance may be a performance that suggests the execution of a special performance. For example, there may be one type of performance whose execution timing is suggested by the other special performance, or there may be multiple types. For example, there may be one execution timing for a performance whose execution timing is suggested by the other special performance, or there may be multiple execution timings. For example, the rate at which a specific performance is executed (expected execution rate of a specific performance) may differ when the special performance is executed compared to when the other special performance is executed.

[0127] The first, second, third, fourth, and fifth timings may be changed as desired. For example, the first timing may be later than the second timing and later than the third timing. Also, for example, the first timing may be earlier than the fourth timing, the same as the fourth timing, earlier than the fifth timing, and later than the fifth timing. Also, for example, the second timing may be later than the third timing, earlier than the fourth timing, the same as the fourth timing, earlier than the fifth timing, and the same as the fifth timing. Also, for example, the third timing may be earlier than the fourth timing, the same as the fourth timing, earlier than the fifth timing, and the same as the fifth timing. Also, for example, the fourth timing may be later than the fifth timing.

[0128] The components forming the performance device group ES as a means of executing performances may be changed as desired. Specifically, the performance device group ES may be formed by one or more components arbitrarily selected from the performance display device EH, decorative lamp LA, speaker SP, movable body K, and components other than these.

[0129] The effects that can be performed in the pachinko game machine 10 may be changed at will. For example, the effects that can be performed in the pachinko game machine 10 may include, in addition to or instead of, specific effects, special effects, and special performances. In other words, the effects that can be performed in the pachinko game machine 10 may include one or more effects arbitrarily selected from specific effects, special effects, special performances, and other effects. For example, the other effect may be an effect whose execution timing is indicated by a special performance, or it may be an effect that indicates the execution timing of some effect (specific effect and special effect).

[0130] In addition to, or instead of, the first and second jackpot games may be played. Furthermore, one or more jackpot games, arbitrarily selected from the first jackpot game, the second jackpot game, and the other jackpot game, may be played.

[0131] The game state after each jackpot round may be changed at will. The pachinko game machine 10 may be equipped with a means of operation different from the performance button BT. The performance display device EH is not limited to being composed of one display unit capable of displaying various images, but may be composed of multiple display units. The performance display device EH may be composed in combination with a movable body configured to enable predetermined operations. Some or all of the one or more display units constituting the performance display device EH may be provided on the game board YB or on the mounting frame 11b.

[0132] The first and second variation games may be executed in the order in which the pending conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win game, a specification that grants a high probability state until the player wins a fall-out lottery (so-called fall-out specification), or a specification that grants a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (so-called V probability variation specification). The pachinko game machine 10 may also have a specification that combines the fall-out specification and the V probability variation specification. The pachinko game machine 10 may also have a specification that combines the ST specification and the V probability variation specification.

[0133] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is won in the winning lottery, a minor win game (winning game) will be awarded after the special game ends. A minor win is just one example of a win. For example, the high probability non-time-saving state may be a state in which the number of times a minor win is won per unit time (frequency), or the number of times a minor win game is awarded per unit time (frequency), is increased compared to the low probability non-time-saving state (a so-called minor win rush specification). In other words, the high probability non-time-saving state may be a state in which a specific number of balls is more likely to increase.

[0134] The pachinko game machine 10 may adopt a specification classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is generated when the game ball that entered the ball entry device enters the special prize entry hole.

[0135] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.

[0136] The pachinko game machine 10 may have a sub-board 50 as a sub-overall control board, and may also have a display control board that specializes in controlling the performance display device EH, a light emission control board that specializes in controlling the decorative lamp LA, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Furthermore, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form one or more boards.

[0137] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note a) A gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect includes a specific effect and a special effect that suggests the execution of the specific effect, and the special effect includes a first mode and a second mode, and when a predetermined special effect is executed, the specific effect is executed when a first timing occurs after the special effect has changed from the first mode to the second mode, and the specific effect is executed when a second timing occurs after the first timing.

[0138] (Note b) The first timing and the second timing are the gaming machines described in Note (a) that occur during the period from when the special performance changes from the first form to the second form until the special performance ends.

[0139] (Note (c)) When the specified special performance is performed, the specific performance may be performed when a third timing occurs after the second timing has occurred, after the special performance has changed from the first to the second mode, the first timing occurring during the period from when the special performance changes from the first to the second mode until the special performance ends, while the third timing occurring after the special performance has ended, as described in Note (a) or Note (b) of the gaming machine.

[0140] (Appendix 2) A gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect control means is capable of timing a specific period of time when a predetermined timing arrives, and when the specific period of time is timing a specific effect when a first timing arrives after the specific period of time has elapsed, the specific effect may be executed when a second timing arrives after the first timing.

[0141] (Note e) The game machine described in Note (d) wherein the expected value of a big win differs depending on the time elapsed between the time specified above and the execution of the specified performance. (Appendix f) The game machine according to Appendix (d) or Appendix (e), wherein the performance execution means includes at least a display means for displaying information and a movable body, the performance includes a special performance in which the display means suggests or notifies the timing status of the specific time, the special performance ends after the specific time has elapsed and triggered by the arrival of a specific timing, the specific timing is at least after the first timing, the specific performance includes a performance in which the movable body operates, and when the specific performance is executed, the movable body restricts the suggestion or notification of the timing status of the specific time in the special performance.

[0142] (Note g) A gaming machine comprising: an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect includes a specific effect and a special effect that suggests or notifies the execution of the specific effect, the special effect being an effect that suggests or notifies the timing status of a specific time, and ending when a predetermined time has elapsed after the specific time has elapsed, and the specific effect may be executed after the predetermined time has elapsed.

[0143] (Note C) A gaming machine comprising an operating means capable of performing a predetermined operation, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect includes a special effect and a special effect that suggests or notifies the execution of the special effect, and the special effect includes a first form and a second form, and when a predetermined special effect is executed, the special effect may be executed during the execution of the special effect of the second form after the special effect has changed from the first form to the second form, and the special operation acceptance period for accepting operations of the operating means is during the execution of the special effect of the second form, and part or all of the period during which the special effect is executed. [Explanation of Symbols]

[0144] AC1…Normal actuator AC2…Special actuator BT…Effect button EH…Effect display device ES…Effect device group Gb…Button image Ge…Effect image GS…Original position sensor Gt…Timer image HD…Launch handle K…Movable body KA…Movable actuator LA…Decorative lamp P0…Original position P1…Effect position R…Display area SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SP…Speaker YB…Game board YBa…Game area YBb…Display window YBc…Launch passage YBd…Return prevention valve 10…Pachinko game machine 11…Frame 11a…Outer frame 11b…Mounting frame 12…First start opening 13…Second start opening 13a…Normal opening / closing piece 14…Big prize opening 14a...Special opening / closing piece 17...Gate 17a...Gate opening 18...Outlet opening 19a...First special pattern display device 19b...Second special pattern display device 19c...First hold display device 19d...Second hold display device 19e...Normal pattern display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RAM

Claims

[Claim 1] A means for executing the performance, The system includes a performance control means for controlling the performance execution means, The aforementioned performance includes a specific performance and a special performance that suggests or notifies the execution of the specific performance. The aforementioned specific performance includes a first specific performance and a second specific performance. The aforementioned special performance includes a first form and a second form. The aforementioned special performance may be performed either before the change from the first mode to the second mode, or after the change from the first mode to the second mode. When the first specific performance is performed before the change from the first mode to the second mode, the special performance ends after the visibility of the special performance is reduced by the performance of the first specific performance. The special performance ends after the change from the first mode to the second mode, and thereafter the second specific performance may be executed. A gaming machine in which the expected probability of winning when the first specific performance is executed is different from the expected probability of winning when the second specific performance is executed.