Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-13
- Publication Date
- 2026-08-14
AI Technical Summary
【0006】 本発明によれば、興趣の向上を図ることができる。
Smart Images

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Figure 0007905124000002 
Figure 0007905124000003
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines and spinning reel gaming machines (so-called slot machines), which are types of gaming machines, there are gaming machines capable of displaying production elements in a specific color (also called rainbow color) as described in Non-Patent Document 1. The production that can display production elements in a specific color described in Non-Patent Document 1 is one of the premium productions. Thus, the production that can display production elements in a specific color is often executed when it is advantageously developed for the player, and the joy of seeing the production elements displayed in a specific color is great.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] There was room for improvement in making such production elements displayable in a specific color.
Means for Solving the Problems
[0005] A gaming machine that solves the above problems is equipped with a specific performance unit, and the specific performances that can be executed in the specific performance unit include a first specific performance and a second specific performance, the first specific performance can be executed in a manner that changes the display state from one in which a first performance element constituting at least a part of the first specific performance is displayed in a color different from a specific color to one in which a first performance element constituting at least a part of the first specific performance is displayed in a specific color, the second specific performance can be executed in a manner that changes the display state from one in which a second performance element constituting at least a part of the second specific performance is not displayed to one in which a second performance element constituting at least a part of the second specific performance is displayed in a specific color, and when the display state in which a second performance element constituting at least a part of the second specific performance is displayed in a specific color is reached for at least a part of the predetermined period, at least one of the first specific performances Regardless of whether the first performance element constituting the part is displayed in a specific color, the benefit is granted at a first rate, and during the predetermined period, the second performance element constituting at least a part of the second specific performance is not displayed, and during at least a part of the predetermined period, the first performance element constituting at least a part of the first specific performance is displayed in a specific color, then the benefit is granted at a second rate lower than the first rate, and the change from the state in which the second performance element constituting at least a part of the second specific performance is not displayed to the state in which the second performance element constituting at least a part of the second specific performance is displayed in a specific color is easier to recognize than the change from the state in which the first performance element constituting at least a part of the first specific performance is displayed in a color different from the specific color to the state in which the first performance element constituting at least a part of the first specific performance is displayed in a specific color. The system is capable of displaying special images based on the assigned gaming medium, and the special images include specific special images, and it is capable of displaying notification images that recognize the display conditions for the specific special images, and the notification images corresponding to the elements related to the display conditions for the specific special images are not displayed in specific colors. This is the gist of it. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1]Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3(a) shows an example of the display content of the display device when a complete function activation notification is issued, Figure 3(b) shows an example of the display content of the display device when a complete function activation warning is issued, and Figure 3(c) shows an example of the display content of the display device when a complete function activation notification is issued. [Figure 4] Figure 4 shows an example of the display content related to held images in a performance display device. [Figure 5] Figure 5 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 6] Figure 6 is a flowchart showing the process for handling uncontrollable processes. [Figure 7] Figures 7(a) to 7(d) show pending images for various modes, while Figures 7(e) to 7(h) show images in progress for various modes. [Figure 8] Figures 8(a) to 8(d) show examples of what is displayed on the performance display device when a challenge performance is executed. [Figure 9] Figures 9(a) and 9(b) show examples of the display content of the performance display device when the acquisition count performance is executed. [Figure 10] Figures 10(a) and 10(b) show examples of the display content of the performance display device when a result performance is executed. [Figure 11] Figure 11 shows an example of the expected value of the bonus. [Figure 12] Figures 12(a) and 12(b) show examples of the display content of a visual display device. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.
[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is positioned so that it can be operated by the player. In the gaming machine 10, game balls, which are the game medium, are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. The gaming machine 10 can adjust the launch strength of the game balls by operating the launch handle 16.
[0010] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a lighting effect (hereinafter referred to as a lighting effect) by turning a built-in light-emitting element on and off. The decorative lamp 17 can emit light in multiple colors. For example, the decorative lamp 17 may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the decorative lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the decorative lamp 17. The brightness of the decorative lamp 17 corresponds to the effect intensity of the decorative lamp 17 and is also called the light quantity of the decorative lamp 17.
[0011] The gaming machine 10 includes a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 performs an effect (hereinafter referred to as a sound effect) of outputting sounds such as voices, sound effects, and music. For example, the volume of at least a part of the sounds output from the speaker 18 may be adjustable by operating a predetermined operation means or the like. That is, the gaming machine 10 may be able to adjust the volume of at least a part of the sounds output from the speaker 18.
[0012] The gaming machine 10 includes an effect button EB as an operable operation means on the front side of the front frame 14. The effect button EB can be operated by the player. For example, the effect button EB may incorporate a light emitter.
[0013] As shown in FIG. 2, a substantially circular gaming area 21 is defined on the front side of the game board 20 in a front view. The game board 20 includes a guide path 21a for guiding the launched game ball to the gaming area 21. The game board 20 includes a prevention valve 21b for preventing the game ball launched into the gaming area 21 from flowing back reversely into the guide path 21a. The launched game ball is guided by the guide path 21a and reaches the gaming area 21 after passing through the prevention valve 21b located at the most downstream of the guide path 21a. The game ball that has reached the gaming area 21 flows down the gaming area 21.
[0014] The gaming machine 10 includes an information display panel 22. The information display panel 22 includes a special symbol display section 22a. The special symbol display section 22a displays a special symbol variation game (hereinafter referred to as a special game) in which a predetermined symbol is variably displayed and finally the special symbol is fixedly stopped and displayed. The special symbol is a symbol for notifying the result of an internal lottery described later. Thus, the gaming machine 10 can execute a special game as a variation game.
[0015] In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed, and the type of the displayed symbol does not change. The special symbols that can be fixedly stopped and displayed in the special symbol display unit 22a include a jackpot symbol and a losing symbol. When the jackpot symbol is fixedly stopped and displayed in a special game, the player can recognize the jackpot. When the losing symbol is fixedly stopped and displayed in a special game, the player can recognize the loss.
[0016] In the gaming machine 10, a jackpot lottery may be conducted when executing a special game. In the gaming machine 10, when winning the jackpot in the jackpot lottery, the jackpot symbol is fixedly stopped and displayed in the special game targeted by the winning, and then a jackpot game is awarded (occurs). Thus, when winning the jackpot in the jackpot lottery conducted when executing a special game, the gaming machine 10 can award a jackpot game after the special game ends. That is, in the gaming machine 10, a jackpot game is awarded when winning the jackpot lottery. In the gaming machine 10, when winning the jackpot, a jackpot game is awarded after the end of the special game based on winning the jackpot. Thus, the gaming machine 10 can award a jackpot game. Winning the jackpot in the jackpot lottery corresponds to winning the jackpot lottery and corresponds to winning the jackpot in the jackpot lottery.
[0017] The information display panel 22 includes a special hold display unit 22b. The special hold display unit 22b displays in a recognizable manner the number of special games (hereinafter referred to as the special hold number) whose execution is on hold because the start condition is satisfied but the execution condition is not yet satisfied. For example, the upper limit number of the special hold number is 4. In the following description, a special game whose execution is on hold may be simply referred to as "a special game on hold" or "a special game that is held". As described above, the gaming machine 10 can hold the execution of a plurality of special games. That is, the gaming machine 10 can hold the execution of a variable game.
[0018] The information display panel 22 includes a normal symbol display unit 22c. The normal symbol display unit 22c displays a normal symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and ultimately a normal symbol is displayed as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22c include at least normal winning symbols and normal losing symbols. In a normal game, the player can recognize a normal win when a normal winning symbol is displayed as a confirmed stop, and in a normal game, the player can recognize a normal loss when a normal losing symbol is displayed as a confirmed stop. In the gaming machine 10, if a normal win is won in the normal win lottery, a normal win game is granted after the normal game to which the win applies has ended. That is, in the gaming machine 10, a normal win game is granted when a normal win lottery is won. The information display panel 22 includes a normal hold display unit 22d. The normal hold display unit 22d displays the number of normal games in which execution is pending because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold count). For example, the upper limit of the normal hold count is 4.
[0019] The gaming machine 10 has a center frame 23 with various decorations located approximately in the center of the game area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center feature or center feature.
[0020] The gaming machine 10 is equipped with an image display device 25 capable of displaying images. For example, the image display device 25 may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying images. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image (hereinafter referred to as a display effect) as one of the effects. In the gaming machine 10, the image display device 25 as a display means corresponds to a specific effect unit. That is, in this embodiment, the specific effect unit is a display means capable of displaying images. In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the effect devices, which is a decorative lamp 17 as a light-emitting means, a speaker 18 as a sound output means, and an image display device 25 as a display means. In other words, the performance execution means includes at least one of the following: a light-emitting means, a sound-outputting means, and a display means.
[0021] The gaming machine 10 is equipped with a first start opening 26 as a starting point. The first start opening 26 is located below the center frame 23 in the game area 21. The first start opening 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 5) that detects game balls that have entered the first start opening 26. For example, the first start opening 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of a special game when a game ball enters the first start opening 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.
[0022] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 5) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game ball to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. That is, the gaming machine 10 can postpone the execution of a special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, three game balls are awarded as prize balls. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 5). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0023] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 5) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 5). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0024] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 5) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game can be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0025] The gaming machine 10 is equipped with a general prize entry opening 32. In the gaming machine 10, the general prize entry opening 32 has a first general prize entry opening 32a and a second general prize entry opening 32b. The first general prize entry opening 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry opening 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 5) that detects game balls that have entered the first general prize entry opening 32a. For example, the first general prize entry opening 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 5) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.
[0026] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.
[0027] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 5) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize opening 32. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.
[0028] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."
[0029] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.
[0030] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".
[0031] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the system so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the system may be configured so that the first variable member 28 does not open even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.
[0032] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.
[0033] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.
[0034] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0035] The display effects that the display device 25 can execute include a display effect game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally a combination of display effect symbols is determined and stopped. The display effect game is executed by the variable display of display effect symbols in multiple columns. Display effect symbols are also called "decorative symbols" or "ornamental symbols". The display effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in a vertical variable manner. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, in principle, display effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order in a variable manner.
[0036] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking / fluctuating state," or a state that is different from a confirmed stop display.
[0037] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0038] In the gaming machine 10, it may be controlled to a state of being unable to proceed, which is a state of being unable to play. In other words, the gaming machine 10 can be controlled to a state of being unable to play, which is a state of being unable to play. The gaming machine 10 can be controlled to a state of being unable to proceed by the activation of the complete function. In other words, the gaming machine 10 can be controlled to a state of being unable to play, which is a state of being unable to play, by the activation of the complete function. The complete function can be activated when the maximum difference number counted in the gaming machine 10 reaches a predetermined value. The maximum difference number is also called MY (or MY value). In pachinko gaming machines, the maximum difference number is also called the "maximum difference in balls (or maximum difference in balls)". In revolving-type gaming machines, the maximum difference number is also called the "maximum difference in tokens". In the gaming machine 10, if the maximum difference number reaches a predetermined value, it may be controlled to a state of being unable to proceed. In the gaming machine 10, the predetermined value is set to "95000".
[0039] The complete function can be activated while a special game is in progress. Therefore, if the maximum difference reaches a predetermined value while a special game is in progress, the complete function will be activated. In this case, the game will be controlled to a state where further progress cannot be made while the special game is in progress, and the special game that was in progress will be forcibly terminated. The complete function can also be activated while the game is in standby mode. Therefore, if the maximum difference reaches a predetermined value while the game is in standby mode, the complete function will be activated. However, the complete function cannot be activated while a jackpot game is in progress. Therefore, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will not be activated. However, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will be activated after the jackpot game ends. Therefore, in the game machine 10, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the game will not be controlled to a state where further progress cannot be made while the jackpot game is in progress.
[0040] The gaming machine 10 is capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification is executed when the maximum difference reaches a predetermined value while a jackpot game is awarded. The complete function activation notification is an effect that suggests or informs that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification can also be said to be an effect that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. Therefore, when the complete function activation notification is executed, the player can identify that a special game will not be played after the end of a jackpot game, that is, that the next special game will not be played. The complete function activation notification also ends when the jackpot game ends. The complete function activation notification can be said to be an effect that can be executed after it has been decided that the complete function will be activated.
[0041] As shown in Figure 3(a), the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SY containing the text information "The complete function will be activated after the win ends" on the performance display device 25. The activation notification image SY is an image surrounded by a double black border. The activation notification image SY is an image containing the text information "The complete function will be activated after the win ends" in black. The activation notification image SY is an image with a white background. The activation notification image SY is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation notification is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17 and speakers 18. Thus, the activation notification image SY, which corresponds to the performance elements that constitute at least a part of the complete function activation notification, is not displayed in rainbow colors as a specific color. The operation notification image SY can be considered a visual element related to the timing of the execution of the complete function activation notification, which will be described later. Therefore, in the gaming machine 10, the visual element related to the timing of the execution of the complete function activation notification in the complete function activation notification is not displayed in rainbow colors as a specific color.
[0042] The gaming machine 10 is capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning is executed on the effect display device 25 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. In other words, the complete function activation warning is executed on the effect display device 25 when the maximum difference reaches the starting number. When the complete function activation warning is executed, it continues to be executed until the maximum difference reaches the predetermined value. After the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if the maximum difference falls below the starting number. Alternatively, even if the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if it subsequently falls below an even smaller ending number that is less than the starting number. The "Complete Function Activation Warning" can be considered a visual effect that can be implemented before the decision is made to activate the Complete Function.
[0043] As shown in Figure 3(b), the gaming machine 10 performs a complete function activation warning by displaying an activation warning image SK containing the text information "The complete function is about to be activated" on the performance display device 25. The activation warning image SK is an image surrounded by a black border. The activation warning image SK is an image containing the text information "The complete function is about to be activated" in black. The activation warning image SK is an image with a white background. The activation warning image SK is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation warning is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17 and speakers 18. Thus, the activation warning image SK, which corresponds to the performance element that constitutes at least a part of the complete function activation warning, is not displayed in rainbow colors as a specific color. The activation warning image SK can also be said to be a performance element related to the conditions under which the complete function activation notification, which will be described later, is performed. Therefore, in the gaming machine 10, the visual elements related to the execution conditions for the completion function activation notification in the complete function activation warning are not displayed in rainbow colors as a specific color.
[0044] The gaming machine 10 is capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification is executed on the effect display device 25 when the machine is controlled to an incapacitation state. The complete function activation notification can be described as an effect that can be executed after it has been determined that the complete function will be activated.
[0045] As shown in Figure 3(c), the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SH on the performance display device 25, which includes the text information "Complete function activated" and the text information "Gameplay has ended for today." The activation notification image SH also includes text information that identifies the model name of the gaming machine 10 (simply shown as "Model Name" in Figure 3(c)). Thus, when the complete function activation notification is performed by the gaming machine 10, information that identifies the model name is suggested or notified on the performance display device 25. The activation notification image SH is an image containing white text information. The activation notification image SH is an image with a black background. The activation notification image SH is displayed across the entire display area 25r of the performance display device 25. Therefore, the background image when the complete function activation notification is performed can be perceived as a black image. Furthermore, the completion function activation notification is not limited to being performed only on the performance display device 25; for example, it may be performed on some or all of the performance devices, including the performance display device 25, the decorative lamp 17, and the speaker 18. In this way, the activation notification image SH, which corresponds to the performance elements that constitute at least a part of the completion function activation notification, is not displayed in rainbow colors as a specific color scheme.
[0046] As described above, the gaming machine 10 can execute a complete function operation warning, a complete function operation notice, and a complete function operation notification as effects related to the operation of the complete function. Since the effects related to the operation of the complete function are effects that can be executed by the change in the maximum difference number, they can be regarded as effects based on the provided game media. Note that the effects that can be executed as effects related to the operation of the complete function may be a part of the complete function operation warning, the complete function operation notice, and the complete function operation notification, or may be other effects. For example, it may be possible to execute the complete function operation warning and the complete function operation notification without executing the complete function operation notice among the complete function operation warning, the complete function operation notice, and the complete function operation notification. In the gaming machine 10, the complete function operation warning, the complete function operation notice, and the complete function operation notification are executed on the effect display device 25.
[0047] As shown in FIG. 4, in the gaming machine 10, it is notified on the effect display device 25 that the execution of the special game is pending. Further, in the gaming machine 10, when the execution of the special game is pending, the number of special games whose execution is pending (pending special games) is notified. Specifically, a pending image H corresponding to the pending special game is displayed on the effect display device 25. The pending image H corresponds to the pending image corresponding to the variable game whose execution is pending. The pending image H can also be said to be the pending image corresponding to the variable game whose execution is pending. Thus, the effect display device 25 can display the pending image. In the present embodiment, the pending image H is a circular image.
[0048] The reserved image H includes reserved images H1 to H4. In the gaming machine 10, if the number of special reserved images is "1", reserved image H1 from among reserved images H1 to H4 is displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "2", reserved images H1 and H2 from among reserved images H1 to H4 are displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "3", reserved images H1 to H3 from among reserved images H1 to H4 are displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "4", reserved images H1 to H4 are displayed on the performance display device 25. Reserved image H1 is displayed in the reserved display area R1 of the performance display device 25. Reserved image H2 is displayed in the reserved display area R2 of the performance display device 25. Reserved image H3 is displayed in the reserved display area R3 of the performance display device 25. Reserved image H4 is displayed in the reserved display area R4 of the performance display device 25. If the number of special reserved items is "0", reserved images H1 to H4 will not be displayed on the display device 25.
[0049] The pending display area R1 displays the pending image H corresponding to the first special game to be executed among the pending special games. The pending display area R2 displays the pending image H corresponding to the second special game to be executed among the pending special games. The pending display area R3 displays the pending image H corresponding to the third special game to be executed among the pending special games. The pending display area R4 displays the pending image H corresponding to the fourth special game to be executed among the pending special games. Therefore, the pending display area R1 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed first. The pending display area R2 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed second. The pending display area R3 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed third. The pending display area R4 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed fourth. As described above, the pending image H is displayed in the display area of the performance display device 25 that can identify the execution order in which the corresponding special games are executed.
[0050] In the gaming machine 10, the execution area ZR of the performance display device 25 displays an execution image ZG corresponding to the special game currently in progress. The execution image ZG corresponds to the execution image corresponding to the variable game currently in progress. Thus, the performance display device 25 is capable of displaying the execution image ZG. As shown in Figure 4, when a special game is being played, the execution area ZR displays an execution image ZG based on the held image H that was displayed when the special game was being played. Specifically, the held image H that was displayed in the held display area R1 immediately before the special game was played is displayed as the execution image ZG in the execution area ZR. Therefore, when a special game is being played, a circular execution image ZG is displayed in the execution area ZR. The execution image ZG is larger than the held image H. Therefore, when the held image H is displayed as the execution image ZG, the held image H is enlarged and displayed as the execution image ZG. Incidentally, even if the number of special reserved balls is 0, if a game ball enters the starting slots 26 or 27, the execution of the special game is temporarily suspended, and the reserved image H is displayed on the performance display device 25. In this case, the reserved image H is temporarily displayed on the performance display device 25, and the reserved image H is displayed as the execution image ZG in the execution area ZR.
[0051] In the gaming machine 10, when a special game is played, the reserved image H1 that was displayed in the reserved display area R1 is displayed in the running area ZR as the running image ZG. In the gaming machine 10, when a special game is played, the reserved image H2 that was displayed in the reserved display area R2 is displayed in the reserved display area R1 as the reserved image H1. In the gaming machine 10, when a special game is played, the reserved image H3 that was displayed in the reserved display area R3 is displayed in the reserved display area R2 as the reserved image H2. In the gaming machine 10, when a special game is played, the reserved image H4 that was displayed in the reserved display area R4 is displayed in the reserved display area R3 as the reserved image H3.
[0052] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 5, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of these processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and the sub-board 50 are located on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.
[0053] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.
[0054] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values used in the jackpot lottery. The jackpot determination values include high probability values and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values and high probability values are used. The main ROM 42 also stores the performance determination values used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.
[0055] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.
[0056] There are two types of variation patterns: those that can be determined when the base state is high, and those that can be determined when the base state is low. The variation patterns that can be determined when the base state is high and those that can be determined when the base state is low differ in some or all ways. The variation time set for the variation patterns that can be determined when the base state is high is shorter (or is often shorter) than the variation time set for the variation patterns that can be determined when the base state is low. There are two types of variation patterns: those for the first special game that can be determined when the first special game is played, and those for the second special game that can be determined when the second special game is played. The variation patterns for the first special game and those for the second special game differ in some or all ways.
[0057] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.
[0058] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0059] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, a second general sensor SE6, and an out sensor SE7. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE7 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).
[0060] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.
[0061] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance display device 25 as a specific performance unit, thereby realizing the function of a specific performance control means capable of controlling a specific performance unit. Furthermore, in this embodiment, the sub-CPU 51 controls the performance device among the decorative lamp 17, speaker 18, and performance display device 25 as a performance execution means, thereby realizing the function of a performance control means capable of controlling a performance execution means. A performance button EB is connected to the sub-board 50. The sub-CPU 51 is configured to receive an operation signal to be output when the performance button EB is operated, via a port (not shown).
[0062] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).
[0063] First, let's explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the start openings 26 and 27 based on whether or not it has received a detection signal from the first start sensor SE1 or the second start sensor SE2 (hereinafter referred to as input determination). If the result of the input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the input determination is positive, the main CPU 41 determines whether the number of special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as reserved ball determination). If the result of the reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. If the result of the reserved ball determination is positive, the main CPU 41 adds 1 to the number of special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of special reserved balls. The main CPU 41 stores control information that can identify the updated number of special reserved balls (hereinafter referred to as reserved ball command) in the output buffer. If the result of the hold judgment is positive, the main CPU 41 acquires the random numbers generated in the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information in such a way that the storage order can be specified. In this embodiment, by storing the random number information in the main RWM 43, the execution of the special game is held in abeyance until the execution conditions for the special game are met. That is, the gaming machine 10 is configured to hold the execution of the special game. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After performing the pre-read command generation process, the main CPU 41 terminates the special symbol input process.
[0064] Here, we will explain the lookahead command generation process and the lookahead commands generated in the said lookahead command generation process. The pre-read commands are classified into the 1st to 8th pre-read commands. The 1st pre-read command is generated when the value of the winning lottery random number does not match the jackpot judgment value and the value of the performance lottery random number does not match the performance judgment value. The 2nd pre-read command is generated when the value of the winning lottery random number does not match the jackpot judgment value and the value of the performance lottery random number matches the performance judgment value. The 3rd pre-read command is generated when the value of the jackpot lottery random number matches the high probability value, the value of the symbol random number matches the value that determines the first jackpot symbol, and the value of the performance lottery random number does not match the performance judgment value. The 4th pre-read command is generated when the value of the jackpot lottery random number matches the high probability value, the value of the symbol random number matches the value that determines the second jackpot symbol, and the value of the performance lottery random number does not match the performance judgment value. The 5th pre-read command is generated when the value of the jackpot lottery random number matches the high probability value, the value of the symbol random number matches the value that determines the first jackpot symbol, and the value of the performance lottery random number matches the performance judgment value. The 6th pre-read command is generated when the value of the jackpot lottery random number matches the high probability value, the value of the symbol random number matches the value that determines the second jackpot symbol, and the value of the performance lottery random number matches the performance judgment value. The 7th pre-read command is generated when the value of the jackpot judgment random number matches the common value, and the value of the symbol random number matches the value that determines the first jackpot symbol. The 8th pre-read command is generated when the value of the jackpot judgment random number matches the common value, and the value of the symbol random number matches the value that determines the second jackpot symbol.
[0065] In the pre-read command generation process, the main CPU 41 generates a pre-read command based on the random number values obtained in the special symbol input process and stores it in the output buffer. Specifically, the main CPU 41 generates a pre-read command based on the values of at least some of the random numbers obtained in the special symbol input process, including the jackpot lottery random number, the symbol random number, the performance lottery random number, and the variation pattern random number, and stores it in the output buffer. At this time, the main CPU 41 generates a pre-read command that can identify the number of special reserves and stores it in the output buffer. For example, when generating a pre-read command that is classified as a first pre-read command in the pre-read command generation process when the number of special reserves is "3", the main CPU 41 generates a first pre-read command that can identify the number of special reserves as "3".
[0066] The following describes the generation of lookahead commands in the lookahead command generation process. In the pre-read command generation process, the main CPU 41 generates a pre-read command classified as a first pre-read command if the acquired jackpot lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a second pre-read command if the acquired jackpot lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a third pre-read command if the acquired jackpot lottery random number value matches the high probability value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a fourth pre-read command if the acquired jackpot lottery random number value matches the high probability value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a fifth pre-read command if the acquired jackpot random number value matches a common value.
[0067] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether it is not currently in a jackpot game and is not currently running a special game. If it is currently in a jackpot game or a special game, the main CPU 41 terminates the special symbol start process. On the other hand, if it is not currently in a jackpot game and is not currently running a special game, the main CPU 41 performs a hold check to determine if the number of special hold items is 1 or more. If the hold check determines that the number of special hold items is not 1 or more, the main CPU 41 terminates the special symbol start process.
[0068] Incidentally, if the hold check determines that the number of special holds is not 1 or more, the main CPU 41 stores control information that identifies the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the hold check determines that the number of special holds is not 1 or more, until it executes a special game after storing the standby command in the output buffer. In this embodiment, the standby state can be said to be a situation in which a special game is not being executed, that is, a situation in which a special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being played.
[0069] If the main CPU 41 determines that the number of special reserves is 1 or greater during the reserve determination process, it decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated special reserve number is displayed. The main CPU 41 also stores a reserve number command that can identify the updated special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0070] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.
[0071] In the jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0072] In the processing of a losing game, the main CPU 41 determines the losing symbol. In the processing of a losing game, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the processing of a losing game, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the variation pattern with a losing reach if the performance lottery has been won, and determines the variation pattern without a losing reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0073] As described above, in the gaming machine 10, a jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 performs the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery. In addition, in the gaming machine 10, the main CPU 41 determines the variation pattern, thereby determining the variation time of the special game. In this embodiment, the main CPU 41 realizes the function of a game time determination means that determines the variation time of the variation game.
[0074] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer. After displaying the confirmed stop state of the special symbol, the main CPU 41 sets an interval between variations (for example, 1 second). During the interval between variations, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing the function of a variable game control means for executing a variable game.
[0075] Next, the jackpot processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs the jackpot processing, thereby realizing the function of a jackpot game awarding means capable of awarding jackpot games.
[0076] The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.
[0077] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.
[0078] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means capable of controlling the game state.
[0079] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.
[0080] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0081] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.
[0082] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0083] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.
[0084] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.
[0085] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.
[0086] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. When a detection signal is received from the first general sensor SE5, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first general prize opening 32a. When a detection signal is received from the second general sensor SE6, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second general prize opening 32b. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game ball entered are dispensed as prize balls. In this embodiment, the main CPU 41 performs the prize ball processing and controls the system so that game balls are dispensed as prize balls, thereby awarding prize balls. In this embodiment, the main CPU 41 performs the prize ball processing, thereby realizing the function of a prize ball awarding means capable of awarding prize balls.
[0087] In addition, when the main CPU 41 receives a detection signal from the count sensor SE3, it stores control information that identifies the count sensor SE3 as having detected a game ball (hereinafter referred to as the "Big Prize Ball Entry Command") in the output buffer. When the main CPU 41 receives a detection signal from the first general sensor SE5, it stores control information that identifies the first general sensor SE5 as having detected a game ball (hereinafter referred to as the "First General Ball Entry Command") in the output buffer. Similarly, when the main CPU 41 receives a detection signal from the second general sensor SE6, it stores control information that identifies the second general sensor SE6 as having detected a game ball (hereinafter referred to as the "Second General Ball Entry Command") in the output buffer. Note that, not limited to sensors SE3, SE5, and SE6, even when detection signals are received from some or all of the various sensors SE1 to SE7, control information that identifies the various sensors SE1 to SE7 as having detected a game ball may be stored in the output buffer.
[0088] Next, we will explain the maximum difference information processing performed by the main CPU 41. The maximum difference information processing corresponds to the process of counting the maximum difference. Information that can identify the maximum difference (hereinafter referred to as maximum difference information) is stored in the main RWM43. The maximum difference information is a value that can identify the maximum difference, and is the maximum difference itself. In the maximum difference information processing, the main CPU41 updates the maximum difference information and counts the maximum difference. The maximum difference corresponds to a value that can change as game media are provided.
[0089] In maximum difference information processing, when the main CPU 41 controls the system to dispense game balls as prize balls, it adds the number of dispensed game balls to a value identifiable from the maximum difference information and updates the maximum difference information. That is, when the main CPU 41 awards prize balls, it updates the maximum difference information in conjunction with the awarding of prize balls. When the main CPU 41 receives a detection signal from the out sensor SE7, it subtracts 1 from the value identifiable from the maximum difference information and updates the maximum difference information. However, if the value identifiable from the maximum difference information before subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it stores control information that identifies the updated maximum difference (hereinafter referred to as the maximum difference command) in the output buffer. As described above, the maximum difference is counted based on the number of prize balls awarded and the number of out balls (effective balls). Thus, the maximum difference is a value that can change as the game progresses.
[0090] Next, we will explain the process that the main CPU 41 performs to prevent further progress, based on Figure 6. In the process of determining that the process cannot proceed, the main CPU 41 determines whether information indicating that the process cannot proceed is stored in the main RWM 43 (step S101). Information indicating that the process cannot proceed corresponds to information stored in the main RWM 43 when the process is controlled to be in a state of being unable to proceed. If information indicating that the process cannot proceed is stored (step S101; YES), the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S102). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 will continue loop processing until the power supply is cut off.
[0091] When loop processing is in progress, the game cannot proceed. For example, when loop processing is in progress, the special symbol input processing is not performed, so even if a game ball enters the starting slots 26 and 27, the execution of the special game is not suspended. For example, when loop processing is in progress, the special symbol start processing is not performed, so the special game is not executed. For example, when loop processing is in progress, the prize ball processing is not performed, so no prize balls are awarded regardless of whether a game ball enters the starting slots 26 and 27, the big prize slot 29, or the general prize slot 32. For example, when loop processing is in progress, the jackpot processing is not performed, so the awarding of a jackpot game is not started. For example, when loop processing is in progress, processing related to the normal game is not performed. Therefore, for example, when loop processing is in progress, the execution of the normal game is not suspended. For example, when loop processing is in progress, the normal game is not executed. For example, when loop processing is in progress, the normal jackpot game is not awarded. Incidentally, in the gaming machine 10, if the power supply is interrupted while the machine is controlled to a non-progressing state, and then the power supply is restored without an initialization process being performed to initialize at least a portion of the memory contents of the main RWM 43, the result of the judgment in step S101 will be affirmative, and the machine will be controlled to a non-progressing state again.
[0092] On the other hand, if information indicating that the game has become unplayable is not stored (step S101; NO), the main CPU 41 determines whether information indicating that the game is scheduled to become unplayable is stored in the main RWM 43 (step S103). Information indicating that the game is scheduled to become unplayable corresponds to information stored in the main RWM 43 when it has been decided that the game will become unplayable, but the game is not controlled to become unplayable because it is in the middle of a jackpot game.
[0093] If information indicating that the game is not going to progress is stored (step S103; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S104). If a jackpot game has been awarded (step S104; YES), the main CPU 41 terminates the game not going to progress process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 stores the information that the game is not going to progress in the main RWM 43 (step S105). Subsequently, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S106). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a game not going to progress state in which the game cannot be played.
[0094] On the other hand, if no information indicating that the process is impossible to complete is stored (step S103; NO), the main CPU 41 determines whether the maximum difference has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "95000". Therefore, in step S107, the main CPU 41 determines whether the maximum difference that can be determined from the maximum difference information of the main RWM 43 has reached 95000. If the maximum difference has not reached the specified value (step S107; NO), the main CPU 41 terminates the process indicating that the process is impossible to complete.
[0095] If the maximum difference reaches a predetermined value (step S107; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S108). If a jackpot game has been awarded (step S108; YES), the main CPU 41 stores the information indicating that the game is likely to become unplayable in the main RWM 43 (step S109). Subsequently, the main CPU 41 stores the specific planned command in the output buffer and outputs it to the sub-board 50 (step S110). After that, the main CPU 41 terminates the process indicating that the game is likely to become unplayable.
[0096] On the other hand, if a jackpot game is not awarded (step S108; NO), the main CPU 41 stores the information that the game is no longer playable in the main RWM 43 (step S111). Next, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S112). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102 and after the processing in step S106, the main CPU 41 will continue loop processing until the power supply is cut off. The state in which loop processing is performed is a state in which the game cannot be played.
[0097] As described above, in the gaming machine 10, the main CPU 41 controls the machine to a state where it cannot proceed by performing loop processing. In this embodiment, the main CPU 41 performs loop processing, thereby realizing a function as a game-stopping control means capable of controlling the machine to a game-stopping state where it is impossible to continue playing. The main CPU 41 can control the machine to a game-stopping state when the maximum difference reaches a predetermined value. In particular, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the main CPU 41 can control the machine to a game-stopping state after the jackpot game ends. Thus, in this embodiment, the game-stopping control means can control the machine to a game-stopping state when a special condition is met.
[0098] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.
[0099] When a pre-read command is input to the sub-CPU 51, the sub-CPU 51 stores the input pre-read command in the sub-RWM 53. At this time, the sub-CPU 51 stores the pre-read commands in the sub-RWM 53 in such a way that the storage order of the pre-read commands can be determined according to the number of special reserves that can be determined from the pre-read command. As will be described in detail later, when a pre-read command is input to the sub-CPU 51, the sub-CPU 51 controls the display device 25 so that the same number of reserved images H as the number of special reserves that can be determined from the pre-read command are displayed. For example, when reserved image H1 is displayed on the display device 25, if a pre-read command is input that can determine that the number of special reserves is "2", the sub-CPU 51 controls the display device 25 so that reserved image H2 is newly displayed.
[0100] Furthermore, the sub-CPU 51 can perform control over the display of the pending image H. Similarly, the sub-CPU 51 can perform control over the display of the currently running image ZG. The specific control over the display of the pending image H and the specific control over the display of the currently running image ZG will be described later.
[0101] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.
[0102] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.
[0103] The sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a jackpot animation is performed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an opening animation is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a round animation is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an ending animation is performed.
[0104] When a maximum difference command is entered, the secondary CPU 51 updates the secondary maximum difference information. Specifically, when a maximum difference command is entered, the secondary CPU 51 identifies the maximum difference from that command. Then, the secondary CPU 51 updates the identified maximum difference to the identifiable secondary maximum difference information. The secondary maximum difference information is stored in the secondary RWM 53.
[0105] The sub-CPU 51 controls the display device 25 so that the execution of the complete function activation notification begins when a specific scheduled command is entered. In the gaming machine 10, if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. However, even if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation notification may be prevented from being resumed.
[0106] When the sub-CPU 51 updates the sub-maximum difference information, and when it is not executing the complete function activation warning, it determines whether the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number (hereinafter, this determination will be referred to as the "starting number determination"). If the starting number determination determines that the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation warning is started. On the other hand, if the starting number determination determines that the maximum difference that can be determined from the updated sub-maximum difference information does not exceed the starting number, the sub-CPU 51 does not start the execution of the complete function activation warning. Incidentally, if the sub-CPU 51 receives an unspecified command, it terminates the execution of the complete function activation warning. In the gaming machine 10, the maximum difference is initialized when the power supply is cut off. Therefore, in the gaming machine 10, even if the power supply is interrupted after the execution of the complete function activation warning has started, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation warning will not be resumed. However, if the power supply is interrupted after the execution of the complete function activation warning has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation warning may be executed again.
[0107] The sub-CPU 51 controls the display device 25 to start executing the complete function activation notification when an unspecified command is entered. In the gaming machine 10, if the power supply is cut off after the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. Alternatively, the system may be configured so that the complete function activation notification is not restarted even if the power supply is cut off after the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power.
[0108] In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling the display means.
[0109] The gaming machine 10 is capable of executing a hold notification effect. The hold notification effect can be executed on the effect display device 25. When the hold notification effect is executed in the gaming machine 10, the hold image H or the execution image ZG corresponding to the target special game is displayed in a notification pattern different from the normal pattern. When the hold notification effect is executed, the hold image H corresponding to the special game that was the target of the hold notification effect is displayed in the notification pattern, while the hold image H corresponding to other special games is not displayed in the notification pattern as a result of the execution of the hold notification effect. In the gaming machine 10, the hold notification effect may be executed for a special game whose execution is pending, or for a special game that is currently in progress.
[0110] Figures 7(a) to 7(d) show the pending image H. As shown in Figure 7(a), when pending image H is displayed in its normal mode, a pending image H with a white base color is displayed. There are multiple types of notification modes. Specifically, there is a first notification mode with a blue base color (shown in Figure 7(b)), a second notification mode with a red base color (shown in Figure 7(c)), and a third notification mode with rainbow colors as a specific color (shown in Figure 7(d)).
[0111] Figures 7(e) to 7(h) show the running image ZG. Also, as shown in Figures 7(e) to 7(h), similar to the pending image H, the running image ZG can be displayed in a normal mode or a preview mode. As shown in Figure 7(e), when the running image ZG is displayed in a normal mode, a running image ZG with a white base color is displayed. As shown in Figure 7(f), when the running image ZG is displayed in the first preview mode, a running image ZG with a blue base color is displayed. As shown in Figure 7(g), when the running image ZG is displayed in the second preview mode, a running image ZG with a green base color is displayed. As shown in Figure 7(h), when the running image ZG is displayed in the third preview mode, a running image ZG with rainbow colors as a specific color is displayed.
[0112] As described above, in the hold notification effect, the hold image H or the execution image ZG, which corresponds to the effect elements constituting at least a part of the hold notification effect, may be displayed in colors different from the rainbow colors as a specific color scheme. In addition, in the hold notification effect, the hold image H or the execution image ZG, which corresponds to the effect elements constituting at least a part of the hold notification effect, may be displayed in the rainbow colors as a specific color scheme. In this embodiment, the hold notification effect corresponds to the first specific effect among the specific effects that can be executed in the effect display device 25 as a specific effect unit. In other words, there is a first specific effect among the specific effects. And in this embodiment, the hold image H or the execution image ZG, which corresponds to the effect elements constituting at least a part of the hold notification effect, corresponds to the first effect element that constitutes at least a part of the first specific effect.
[0113] In the gaming machine 10, depending on the type of preview mode, the expectancy (hereinafter referred to as the winning expectancy) that the special game targeted by the hold preview performance will result in a big win varies. Specifically, in the gaming machine 10, the winning expectancy is higher in the order of the first preview mode < the second preview mode < the third preview mode. For this reason, the hold expectancy of the second preview mode is one level higher than that of the first preview mode. Also, the hold expectancy of the third preview mode is two levels higher than that of the first preview mode. Similarly, the hold expectancy of the third preview mode is one level higher than that of the second preview mode. In the gaming machine 10, when the hold image H or the in-execution image ZG of the third preview mode is displayed, it is to be suggested or notified that the special game corresponding to the hold image H or the in-execution image ZG will result in a big win. In the following description, the hold preview performance in which the hold image H or the in-execution image ZG of the first preview mode is displayed may be referred to as the "hold preview performance of the first preview mode". Similarly, in the following description, the hold preview performance in which the hold image H or the in-execution image ZG of the second preview mode is displayed may be referred to as the "hold preview performance of the second preview mode", and the hold preview performance in which the hold image H or the in-execution image ZG of the third preview mode is displayed may be referred to as the "hold preview performance of the third preview mode".
[0114] The hold preview performance may start being executed for the special game when the special game is put on hold. In this case, the hold preview performance is executed by displaying the hold image H corresponding to the special game in the preview mode when the special game is put on hold. However, in the gaming machine 10, when the hold preview performance is executed when the execution of the special game is put on hold, the hold image H of the first preview mode or the second preview mode, excluding the third preview mode, is displayed. In principle, the hold preview performance continues to be executed until the special game targeted by the hold preview performance ends. Additionally, the hold preview performance may start being executed for the special game whose execution is on hold when the execution of the special game starts. That is, the hold preview performance can start being executed during the execution of the special game. Namely, the hold preview performance can be executed for the variable game.
[0115] Furthermore, in the gaming machine 10, when a special game is started, if a hold notification effect is already being performed, the notification style of the hold notification effect may change, and the content of the hold notification effect may change. Incidentally, in the gaming machine 10, the expectation level of a hold does not decrease when the content of the hold notification effect changes. Therefore, in the gaming machine 10, when the content of the hold notification effect changes, the content of the hold notification effect is upgraded. For example, if the content of the hold notification effect in the first notification style is upgraded, the notification style of the hold image H that was displayed in the first notification style is upgraded to the second notification style or the third notification style. Similarly, for example, if the content of the hold notification effect in the second notification style is upgraded, the notification style of the hold image H that was displayed in the second notification style is upgraded to the third notification style. During the period before the execution of the special game targeted by the hold notification effect, it is possible to change from the first notification style or the second notification style to the third notification style.
[0116] Furthermore, in the gaming machine 10, when a special game is started, the execution of the hold notification effect may be started by displaying the execution image ZG corresponding to the special game in a notification style. In the gaming machine 10, when a special game corresponding to the hold image H in a notification style is started, the notification style of the execution image ZG corresponding to the special game may change, and the content of the hold notification effect may change. Specifically, in the gaming machine 10, the content of the hold notification effect is upgraded. Note that the upgrade of the content of the hold notification effect can also be said to be an upgrade in the notification style of the hold image H, or an upgrade in the notification style of the execution image ZG.
[0117] As mentioned above, in the gaming machine 10, when the execution of a special game is put on hold and the hold notification effect is executed as a result, the hold image H of the first or second notification effect, excluding the third notification effect, is displayed. On the other hand, in the gaming machine 10, when the content of the hold notification effect is upgraded, the hold image H of the third notification effect or the execution image ZG may be displayed. Thus, the hold notification effect can be executed in a manner that changes from displaying the hold image H or execution image ZG of the first or second notification effect to displaying the hold image H or execution image ZG of the third notification effect. In other words, the hold notification effect can be executed in a manner that changes from a display state in which the hold image H or execution image ZG is displayed in colors other than rainbow colors to a display state in which the hold image H or execution image ZG is displayed in rainbow colors. In other words, the hold notification effect as the first specific effect can be executed in a manner that changes the display state from one in which a first effect element constituting at least a part of the first specific effect is displayed in a color different from the specified color, to one in which a first effect element constituting at least a part of the first specific effect is displayed in the specified color. In this embodiment, the hold notification effect corresponds to a special effect among the first specific effects. That is, the first specific effect includes a hold notification effect as a special effect. That is, the first specific effect includes a special effect that can be executed for variable games. As mentioned above, in the period before the execution of the special game targeted by the hold notification effect, it is possible to change from the first notification mode or the second notification mode to the third notification mode. That is, in this embodiment, in the period before the execution of the variable game targeted by the special effect, it is possible to change from one in which a first effect element constituting at least a part of the special effect is displayed in a color different from the specified color, to one in which a first effect element constituting at least a part of the special effect is displayed in the specified color.
[0118] Furthermore, in the hold notification effect of the gaming machine 10, the maximum number of times the notification effect of the hold image H or the execution image ZG changes before the hold image H or the execution image ZG is displayed in the third notification effect is 2. Specifically, in this embodiment, the case where the hold image H or the execution image ZG is displayed in the first notification effect, then changes to the second notification effect, and then changes to the third notification effect is the case where the maximum number of times the notification effect of the hold image H or the execution image ZG changes before the hold image H or the execution image ZG is displayed in the third notification effect is 2. Thus, in this embodiment, the maximum number of times the display state changes from one in which the first performance element constituting at least a part of the special effect is displayed in a color different from the specified color to one in which the first performance element constituting at least a part of the special effect is displayed in the specified color is 2.
[0119] Game machine 10 is capable of executing challenge sequences. As shown in Figure 8(a), in the challenge sequence, an operation prompting image PG prompting the user to operate the performance button EB is displayed on the performance display device 25, and the operation prompting sequence is executed. In the challenge sequence, there are cases in which a challenge sequence result is derived and cases in which a challenge sequence result is not derived. In the challenge sequence, if a challenge sequence result is derived, the operation prompting sequence ends and the challenge sequence result is derived when the performance button EB is operated within the valid operation period of the performance button EB, or when the valid operation period of the performance button EB ends without the performance button EB being operated. On the other hand, in the challenge sequence, if a challenge sequence result is not derived, the operation prompting sequence ends and the challenge sequence result is not derived when the performance button EB is operated within the valid operation period of the performance button EB, or when the valid operation period of the performance button EB ends without the performance button EB being operated.
[0120] As shown in Figure 8(b), in the challenge sequence, a band image CO containing an image of a cat is displayed on the performance display device 25, and the challenge sequence result is derived. The band image CO is displayed in rainbow colors as a specific color scheme. In this embodiment, the challenge sequence corresponds to the second specific sequence among the specific sequences that can be executed in the performance display device 25 as a specific sequence unit. In other words, there is a second specific sequence among the specific sequences. In this embodiment, the band image CO, which constitutes at least a part of the challenge sequence, corresponds to the second sequence element, which constitutes at least a part of the second specific sequence. Also, as shown in Figure 8(c), if the challenge sequence result is not derived in the challenge sequence, the band image CO is not displayed on the performance display device 25. Note that when the challenge sequence result is derived in the challenge sequence, it corresponds to when the challenge sequence that displays the band image CO, which constitutes at least a part of the challenge sequence, in a specific color scheme is executed.
[0121] In the game machine 10, the probability of winning in the special game (the special game currently being played) that was the target of the challenge sequence differs depending on whether a challenge sequence result is derived during the challenge sequence. Specifically, in the game machine 10, if a challenge sequence result is derived during the challenge sequence, the probability of winning is higher than if no challenge sequence result is derived during the challenge sequence. Furthermore, in the game machine 10, if a challenge sequence result is derived during the challenge sequence, it is suggested or announced that the special game that was the target of the challenge sequence will result in a jackpot. However, in the game machine 10, it is not suggested or announced that the special game that was the target of the challenge sequence will not result in a jackpot even if no challenge sequence result is derived during the challenge sequence; the special game that was the target of the challenge sequence may still result in a jackpot.
[0122] As described above, the challenge performance can be executed in a manner that changes from a hidden state in which a band image CO of a specific color is not displayed to a display state in which a band image CO of a specific color is displayed. In other words, the challenge performance can be executed in a manner that changes from a hidden state in which a band image CO constituting at least a part of the challenge performance is not displayed to a display state in which a band image CO constituting at least a part of the challenge performance is displayed. That is, the challenge performance as the second specific performance can be executed in a manner that changes from a hidden state in which a second performance element constituting at least a part of the second specific performance is not displayed to a display state in which the second performance element constituting at least a part of the second specific performance is displayed in a specific color. Note that being in a hidden state in which a second performance element constituting at least a part of the second specific performance is not displayed can also be said to be not being in a display state in which the second performance element constituting at least a part of the second specific performance is displayed. In the gaming machine 10, the challenge performance can be executed targeting the special game that is currently being played. For this reason, the challenge performance is not executed and the band image CO constituting at least a part of the challenge performance is not displayed during the period before the execution of the special game that is the target of the challenge performance. In other words, in this embodiment, during the period prior to the execution of the variable game targeted by the second specific performance, the display state in which at least a part of the second performance element constituting the second specific performance is displayed in a specific color is not maintained.
[0123] Furthermore, the challenge performance can be executed in a manner in which, when the banner image CO is not displayed, an operation prompting image PG is displayed and an operation prompting performance is executed, and then the banner image CO changes to be displayed in a specific color. In this embodiment, the operation prompting performance corresponds to a preliminary performance. And in this embodiment, the second specific performance can be executed in a manner in which, when the second performance element constituting at least a part of the second specific performance is not displayed, a preliminary performance is executed, and then the display state changes to one in which the second performance element constituting at least a part of the second specific performance is displayed in a specific color.
[0124] As shown in Figure 8(a), the operation-prompting image PG displayed in the operation-prompting effect may be displayed in colors different from the rainbow colors as a specific color scheme. In other words, the operation-prompting effect can be executed in a manner in which the operation-prompting image PG, which constitutes at least a part of the operation-prompting effect, is displayed in colors different from the specific color scheme. In addition, as shown in Figure 8(d), the operation-prompting image PG displayed in the operation-prompting effect may be displayed in the rainbow colors as a specific color scheme. In other words, the operation-prompting effect can be executed in a manner in which the operation-prompting image PG, which constitutes at least a part of the operation-prompting effect, is displayed in the specific color scheme. That is, the preliminary effect can be executed in a manner in which the preliminary effect elements, which constitute at least a part of the preliminary effect, are displayed in the specific color scheme. The gaming machine 10 can execute the operation-prompting effect that displays the operation-prompting image PG in the specific color scheme only when the challenge effect result is derived, and before that result is derived. For this reason, the gaming machine 10 can determine that if the operation-prompting effect that displays the operation-prompting image PG in the specific color scheme is executed, then the challenge effect result will be derived afterward.
[0125] As mentioned above, if the action button EB is operated while the action-prompt animation is running, the action-prompt animation ends. Therefore, the duration for which the action-prompt animation is running, that is, the duration for which the action-prompt image PG is displayed, can change depending on the operation of the action button EB (fulfillment of predetermined conditions). Consequently, the duration for which the action-prompt image PG with a color different from the specific color is displayed can change depending on the operation of the action button EB. Similarly, the duration for which the action-prompt image PG with the specific color is displayed can change depending on the operation of the action button EB. In other words, in the preliminary animation, the duration for which the preliminary animation elements constituting at least a part of the preliminary animation are displayed in the specific color can change depending on the fulfillment of predetermined conditions. In the challenge animation, if the challenge animation result is derived, the challenge animation result will continue to be derived until a predetermined end time, regardless of when the action button EB was operated while the action-prompt animation was running or whether the action button EB was operated while the action-prompt animation was running. Therefore, the earlier the action button EB is operated after the action-prompt animation is running, the longer the duration for which the challenge animation result is derived, that is, the longer the duration for which the band image CO of the specific color is displayed. Furthermore, if the performance button EB is operated while the operation-promoting performance is being executed, the period during which the challenge performance result is derived, that is, the period during which the band image CO of the specific color is displayed, will be longer compared to when the performance button EB is not operated while the operation-promoting performance is being executed. In other words, the period during which the display state in which the second performance element constituting at least a part of the second specific performance is displayed in the specific color may change depending on the fulfillment of predetermined conditions.
[0126] The size (e.g., area) of the band image CO displayed on the performance display device 25 is larger than that of the held image H. Therefore, in the display area 25r of the performance display device 25, the size (e.g., area) of the display area where the band image CO is displayed is larger than that of the display area where the held image H is displayed. Similarly, the size of the band image CO displayed on the performance display device 25 is larger than that of the image in progress ZG. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the band image CO is displayed is larger than that of the display area where the image in progress ZG is displayed. Incidentally, the size of the operation prompt image PG displayed on the performance display device 25 is larger than that of the held image H. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the operation prompt image PG is displayed is larger than that of the display area where the held image H is displayed. Similarly, the size of the operation prompt image PG displayed on the performance display device 25 is larger than that of the image in progress ZG. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the operation prompt image PG is displayed is larger than that of the display area where the image in progress ZG is displayed. Furthermore, the size of the band image CO displayed on the performance display device 25 is larger than the operation prompt image PG. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the band image CO is displayed is larger than the size of the display area where the operation prompt image PG is displayed.
[0127] In the challenge sequence, when the banner image CO is displayed and the challenge sequence result is derived, the display area in which the banner image CO is displayed on the performance display device 25 is larger than the display area in which the hold image H or execution image ZG of a specific color is displayed on the performance display device 25 in the hold notification sequence. For this reason, the change from a hidden state in the challenge sequence where the banner image CO is not displayed to a display state where the banner image CO is displayed is easier to recognize than the change from a display state in the hold notification sequence where the hold image H or execution image ZG is displayed in a first or second notification mode to a display state where the hold image H or execution image ZG is displayed in a third notification mode. In other words, the change from a hidden state where the second performance element constituting at least a part of the second specific sequence is not displayed to a display state where the second performance element constituting at least a part of the second specific sequence is displayed in a specific color is easier to recognize than the change from a display state where the first performance element constituting at least a part of the first specific sequence is displayed in a color different from the specific color to a display state where the first performance element constituting at least a part of the first specific sequence is displayed in the specific color.
[0128] The gaming machine 10 is capable of performing a winning count display. The winning count display display is performed by displaying a winning count image GP, which includes a number indicating the number of winning balls, on the display device 25. The number of winning balls displayed in the winning count display display includes the number of winning balls awarded when a game ball enters the large prize pocket 29. It also includes the number of winning balls awarded when a game ball enters the general prize pocket 32. The winning count display display can suggest or report the number of winning balls from the time a jackpot is won in the normal state and a jackpot game is awarded, until the high base state ends and a special game is executed in the low base state. In the following explanation, the number of winning balls suggested or reported in the winning count display display may simply be referred to as "winning balls".
[0129] For example, the acquired ball count image GP shown in Figure 9(a), which includes the text information "5000 acquired," corresponds to an acquired ball count image GP that can suggest or notify that the number of acquired balls is "5000." The acquired ball count image GP shown in Figure 9(a) is displayed in colors different from the rainbow colors as a specific color scheme. Also, as shown in Figure 9(b), in the acquired ball count presentation, an acquired ball count image GP in colors different from the specific color scheme may be displayed, as well as an acquired ball count image GP in the specific color scheme. In the gaming machine 10, when the number of acquired balls reaches a predetermined switching number, an acquired ball count image GP in the specific color scheme is displayed in the acquired ball count presentation. In this embodiment, the switching number is set to 10000. After the number of acquired balls reaches the switching number, the acquired ball count image GP in the acquired ball count presentation continues to be displayed in the specific color scheme until the high base state ends and a special game is executed in the low base state.
[0130] In addition, in the gaming machine 10, during the execution of a special game, the acquired ball image GP of a specific color may be displayed instead of the acquired ball image GP of a different color that is currently being displayed. Specifically, in the gaming machine 10, only during the execution of a special game that results in a jackpot, the acquired ball image GP of a specific color may be displayed instead of the acquired ball image GP of a different color that is currently being displayed. At this time, the acquired ball image GP of a specific color is displayed only temporarily, and after a predetermined display time has elapsed, it returns to the acquired ball image GP of a different color that is currently being displayed. In this embodiment, the predetermined display time is set to 10 seconds. When the acquired ball image GP of a specific color is displayed instead of the acquired ball image GP of a different color that is currently being displayed, the predetermined display time elapses before the special game being executed ends, and it returns to the acquired ball image GP of a different color that is currently being displayed. In this way, in the gaming machine 10, if the acquired ball image GP of a specific color is displayed before the number of acquired prize balls reaches the switching number, it is suggested or notified that the special game being executed will result in a jackpot.
[0131] As described above, in the acquisition count animation, the acquisition count image GP, which corresponds to an animation element constituting at least a part of the acquisition count animation, may be displayed in colors different from the rainbow colors as a specific color scheme. In addition, in the acquisition count animation, the acquisition count image GP, which corresponds to an animation element constituting at least a part of the acquisition count animation, may be displayed in the rainbow colors as a specific color scheme. In this embodiment, the acquisition count animation corresponds to the first specific animation among the specific animations that can be executed in the animation display device 25 as a specific animation unit. In other words, there is a first specific animation among the specific animations. And in this embodiment, the acquisition count image GP, which corresponds to an animation element constituting at least a part of the acquisition count animation, corresponds to the first animation element constituting at least a part of the first specific animation.
[0132] The acquisition count animation can be executed by first displaying an acquisition count image GP in a color different from a specific color, and then changing it to an acquisition count image GP in a specific color. In other words, the acquisition count animation can be executed by changing the display state from one in which the acquisition count image GP is displayed in a color different from rainbow colors to one in which the acquisition count image GP is displayed in rainbow colors. That is, the acquisition count animation as the first specific animation can be executed by changing the display state from one in which a first animation element constituting at least a part of the first specific animation is displayed in a color different from a specific color to one in which a first animation element constituting at least a part of the first specific animation is displayed in a specific color. In this embodiment, the acquisition count animation corresponds to a predetermined animation among the first specific animations. In other words, the first specific animation includes an acquisition count animation as a predetermined animation.
[0133] Furthermore, in the game machine 10's acquisition count display, the maximum number of times the acquisition count image GP changes before it is displayed in a specific color is 1. Specifically, in this embodiment, the case where the acquisition count image GP changes from a color different from the specific color to a color of the specific color is the case where the maximum number of times the acquisition count image GP changes before it is displayed in a specific color is 1. Thus, in this embodiment, the maximum number of times the display changes from a state in which the first performance element constituting at least a part of a predetermined performance is displayed in a color different from the specific color to a state in which the first performance element constituting at least a part of a special performance is displayed in a specific color is 1.
[0134] As mentioned above, in the hold notification sequence, the maximum number of times the notification sequence of the hold image H or the execution image ZG changes before the hold image H or the execution image ZG is displayed in the third notification sequence is 2. In contrast, in the acquisition count sequence, the maximum number of times the acquisition count image GP changes before the acquisition count image GP is displayed in a specific color is 1. That is, the maximum number of times it takes to change from a display state in which the first performance element constituting at least a part of the special sequence is displayed in a color different from the specific color to a display state in which the first performance element constituting at least a part of the special sequence is displayed in a specific color is greater than the maximum number of times it takes to change from a display state in which the first performance element constituting at least a part of the predetermined sequence is displayed in a color different from the specific color to a display state in which the first performance element constituting at least a part of the predetermined sequence is displayed in a specific color.
[0135] Furthermore, the pending image H or the execution image ZG, which correspond to the performance elements that constitute at least a part of the pending notification performance, are different from the acquired number image GP, which corresponds to the performance elements that constitute at least a part of the acquired number performance. In other words, the first performance element that constitutes at least a part of the special performance is different from the first performance element that constitutes at least a part of the predetermined performance.
[0136] The size (e.g., area) of the band image CO displayed on the performance display device 25 is larger than the acquired count image GP. Therefore, in the display area 25r of the performance display device 25, the size (e.g., area) of the display area where the band image CO is displayed is larger than the size of the display area where the acquired count image GP is displayed. Incidentally, the size of the operation prompt image PG displayed on the performance display device 25 is larger than the acquired count image GP. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the operation prompt image PG is displayed is larger than the size of the display area where the acquired count image GP is displayed. Also, the size of the acquired count image GP displayed on the performance display device 25 is larger than the held image H. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the acquired count image GP is displayed is larger than the size of the display area where the held image H is displayed. Similarly, the size of the acquired count image GP displayed on the performance display device 25 is larger than the running image ZG. Therefore, in the display area 25r of the performance display device 25, the size of the display area where the acquired count image GP is displayed is larger than the size of the display area where the running image ZG is displayed.
[0137] In the challenge sequence, when the banner image CO is displayed and the challenge sequence result is derived, the display area in which the banner image CO is displayed on the performance display device 25 is larger than the display area in which the acquisition count image GP of a specific color is displayed on the performance display device 25 in the acquisition count sequence. For this reason, the change from a hidden state where the banner image CO is not displayed to a display state where the banner image CO is displayed in the challenge sequence is easier to recognize than the change from a display state where the acquisition count image GP of a different color than the specific color is displayed to a display state where the acquisition count image GP of a specific color is displayed in the acquisition count sequence. In other words, the change from a hidden state where the second performance element constituting at least a part of the second specific sequence is not displayed to a display state where the second performance element constituting at least a part of the second specific sequence is displayed in a specific color is easier to recognize than the change from a display state where the first performance element constituting at least a part of the first specific sequence is displayed in a color different from the specific color to a display state where the first performance element constituting at least a part of the first specific sequence is displayed in a specific color.
[0138] In the gaming machine 10, the display area for displaying the number of acquired images GP in the performance display device 25 is larger than the display area for displaying the held image H or the image ZG in progress in the performance display device 25. For this reason, in the gaming machine 10, it is easier to recognize that a number of acquired performance is being performed when the performance is in progress than when a held notification performance is being performed. In other words, in this embodiment, it is easier to recognize that a predetermined performance is being performed when the performance is in progress than when a special performance is being performed when the performance is in progress.
[0139] The gaming machine 10 is capable of executing a result animation. The result animation can be executed when the high base state ends and a special game is to be executed in the low base state, during the execution of the final special game in the high base state. In the gaming machine 10, when the high base state ends and a special game is to be executed in the low base state, the final special game in the high base state is the 100th special game that has been executed since the end of the second jackpot game without winning a jackpot. In the gaming machine 10, when executing the 100th special game that has been executed since the end of the second jackpot game without winning a jackpot, a variation pattern specifically for the final game is determined, and the result animation is executed during the execution of the special game based on that variation pattern.
[0140] As shown in Figures 10(a) and 10(b), when a result animation is performed, the animation display device 25 performs an animation showing the number of acquired balls. Also, as shown in Figure 10(a), if the number of acquired balls has not reached a predetermined value, a result animation (which may be referred to as a normal result animation) is performed, displaying a character image C1 modeled after a calico cat. On the other hand, as shown in Figure 10(b), if the number of acquired balls has reached a predetermined value, a result animation (which may be referred to as a premium result animation) is performed, displaying a character image C2 modeled after the King of Cats. In this embodiment, the predetermined value is set to 20000. In other words, in the gaming machine 10, the condition for performing the premium result animation is met when the number of acquired balls reaches a predetermined value. In this embodiment, the result animation corresponds to a special animation. Thus, the gaming machine 10 is capable of performing special animations based on the gaming medium. The premium result animation corresponds to a specific special animation. That is, there are specific special animations.
[0141] As shown in Figure 10(a), when the normal result animation is performed, the gaming machine 10 displays a notification image JG on the animation display device 25 and can perform a notification animation that allows the player to recognize the conditions for performing the premium result animation. The notification image JG includes text information that allows the player to recognize how many more prize balls were needed to be won before the conditions for performing the premium result animation were met. For example, the notification image JG shown in Figure 10(a), which includes the text information "2000 more to win for a premium result!", corresponds to a notification image JG that includes text information that allows the player to recognize that "2000" more prize balls were needed to be won before the conditions for performing the premium result animation were met. In this way, a notification animation that allows the player to recognize the conditions for performing the premium result animation corresponds to a notification animation that makes the conditions for performing a specific special animation recognizable. The gaming machine 10 is capable of performing a notification animation that makes the conditions for performing a specific special animation recognizable. In this embodiment, the notification image JG corresponds to an animation element related to the conditions for performing a specific special animation. Furthermore, the notification image JG is displayed in a color different from the specific color. In other words, the notification image JG is not displayed in the specific color. This means that in the notification presentation, the presentation elements related to the execution conditions of specific special effects are not displayed in the specific color.
[0142] As described above, the gaming machine 10 can execute various effects using rainbow colors as a specific effect. Effects executed with rainbow colors, that is, specific colors, can be called multi-color effects. In other words, effects executed with specific colors can also be called effects executed in a multi-color manner. It should be noted that the effects executed with specific colors among the effects that can be executed in the gaming machine 10 do not all have to be effects executed with specific colors composed of the same type of color. For example, the types of colors that make up the specific colors of some effects may differ from the types of colors that make up the specific colors of other effects. In this case, the number of types of colors that make up the specific colors may be the same, or the number of types of colors that make up the specific colors may differ. Rainbow colors do not have to be composed of 7 colors; they may be composed of 8 or more colors, or fewer than 7 colors. Furthermore, effects executed with specific colors may be identifiable as being executed in rainbow colors by the change in color over time, or they may be identifiable as being executed in rainbow colors regardless of the passage of time. A performance executed in a specific color scheme can also be described as a performance executed in a rainbow pattern. For example, rainbow colors can be defined as a color scheme (hue) in which multiple colors are arranged (displayed, changed) in a continuous sequence, either spatially or temporally. As described above, the types of colors that make up a specific color scheme are not limited to seven colors; it may consist of one to six colors, or even seven or more colors (for example, ten colors).
[0143] In the gaming machine 10, the effects may be performed with colors different from the specific colors, or with the specific colors. Furthermore, in the gaming machine 10, the proportion of times a bonus is awarded afterward may differ depending on how often the effects are performed with the specific rainbow colors during the execution of a special game corresponding to a predetermined period. In this embodiment, the bonus is a probability variation state. Therefore, the proportion of times a bonus is awarded (bonus expectation) in this embodiment is the proportion (expectation) of being controlled to a probability variation state after the end of a big win game, and the proportion (expectation) of being awarded a first big win game.
[0144] As shown in Figure 11, in the gaming machine 10, if, during the execution of a special game that results in a jackpot, the acquisition count animation displaying the acquisition count image GP of a specific color is not performed (indicated by "×" in Figure 11), the hold notification animation displaying the execution image ZG of a specific color is not performed, and the challenge animation result displaying the band image CO of a specific color is not derived, the expected bonus rate is "10%". Of course, during the execution of a special game where it is unclear whether a jackpot will result, if the acquisition count animation displaying the acquisition count image GP of a specific color is not performed, the hold notification animation displaying the execution image ZG of a specific color is not performed, and the challenge animation result displaying the band image CO of a specific color is not derived, the expected bonus rate is "less than 10%".
[0145] In the game machine 10, during the execution of a special game that results in a jackpot, if the number of acquired balls is equal to or greater than the number of switches, an acquisition count animation is performed that displays the number of acquired balls GP of a specific color (indicated by "○" in Figure 11), and a hold notification animation that displays the execution image ZG of a specific color is not performed, and a challenge animation result that displays the band image CO of a specific color is not derived, the expected bonus rate is "10%". Of course, during the execution of a special game where it is unclear whether a jackpot will result, if the number of acquired balls is equal to or greater than the number of switches, an acquisition count animation that displays the number of acquired balls GP of a specific color is performed, a hold notification animation that displays the execution image ZG of a specific color is not performed, and a challenge animation result that displays the band image CO of a specific color is not derived, the expected bonus rate is "less than 10%". Thus, even if an acquisition count animation that displays the number of acquired balls GP of a specific color is performed when the number of acquired balls is equal to or greater than the number of switches, this does not change the expected bonus rate.
[0146] In game machine 10, during the execution of a special game, if the number of acquired prize balls is less than the number of balls to be switched, an acquisition count animation is performed in which the acquisition count image GP of a specific color is displayed, a hold notification animation in which the execution image ZG of a specific color is displayed is not performed, and a challenge animation result in which the band image CO of a specific color is displayed is not derived, the expected bonus rate is "40%".
[0147] In the gaming machine 10, during the execution of a special game, if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is not executed, the hold notice effect in which the in-execution image ZG of the specific color is displayed is executed, and the challenge effect result in which the band image CO of the specific color is displayed is not derived, the privilege expectation level is "60%".
[0148] In the gaming machine 10, during the execution of a special game, when the number of acquired prize balls is equal to or more than the switching number, if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is executed, the hold notice effect in which the in-execution image ZG of the specific color is displayed is executed, and the challenge effect result in which the band image CO of the specific color is displayed is not derived, the privilege expectation level is "60%". Thus, even if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is executed when the number of acquired prize balls is equal to or more than the switching number, there is no change in the privilege expectation level due to this.
[0149] In the gaming machine 10, during the execution of a special game, when the number of acquired prize balls is less than the switching number, if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is executed, the hold notice effect in which the in-execution image ZG of the specific color is displayed is executed, and the challenge effect result in which the band image CO of the specific color is displayed is not derived, the privilege expectation level is "75%".
[0150] In the gaming machine 10, during the execution of a special game, if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is not executed, the hold notice effect in which the in-execution image ZG of the specific color is not executed, and the challenge effect result in which the band image CO of the specific color is displayed is derived, the privilege expectation level is "90%".
[0151] In the gaming machine 10, during the execution of a special game, when the number of acquired prize balls is equal to or more than the switching number, if the acquisition number display effect in which the acquisition number image GP of a specific color is displayed is executed, the hold notice effect in which the in-execution image ZG of the specific color is not executed, and the challenge effect result in which the band image CO of the specific color is displayed is derived, the privilege expectation level is "90%".
[0152] In game machine 10, during the execution of a special game, if the number of acquired prize balls is less than the number of switching units, an acquisition count animation is performed in which an acquired number image GP of a specific color is displayed, and a hold notification animation in which an execution image ZG of a specific color is not performed, and a challenge animation result in which a band image CO of a specific color is displayed is derived, the expected bonus rate is "90%".
[0153] In game machine 10, if, during the execution of a special game, the acquisition count animation displaying the acquisition count image GP of a specific color is not performed, the hold notification animation displaying the execution image ZG of a specific color is performed, and the challenge animation result displaying the band image CO of a specific color is derived, the expected bonus rate is "90%".
[0154] In the game machine 10, during the execution of a special game, if the number of acquired prize balls is equal to or greater than the number of switches, an acquisition count effect is executed in which an acquired number image GP of a specific color is displayed, a hold notification effect is executed in which an execution image ZG of a specific color is displayed, and a challenge effect result is obtained in which a band image CO of a specific color is displayed, the expected bonus rate is "90%".
[0155] In the game machine 10, during the execution of a special game, if the number of acquired prize balls is less than the number of switching units, an acquisition count animation is performed in which the acquisition count image GP of a specific color is displayed, a hold notification animation is performed in which the execution image ZG of a specific color is displayed, and a challenge animation result is obtained in which the band image CO of a specific color is displayed, the expected bonus rate is "90%".
[0156] As described above, if a challenge performance result is obtained in which a band image CO of a specific color is displayed during the execution of a special game, the expected bonus rate will be "90%", regardless of whether a win count performance displaying a win count image GP of a specific color or a hold notification performance displaying an execution image ZG of a specific color is executed during the execution of a special game. In other words, if the second performance element constituting at least a part of the second specific performance is displayed in a specific color for at least a part of a predetermined period, a bonus will be granted at the first rate, regardless of whether the first performance element constituting at least a part of the first specific performance is displayed in a specific color for at least a part of a predetermined period. The first rate in this embodiment is "90%".
[0157] Furthermore, if a challenge performance result is not derived during the execution of a special game in which a band image CO of a specific color is displayed, and if a win count performance is executed during the execution of a special game in which a win count image GP of a specific color is displayed, or a hold notification performance is executed in which an execution image ZG of a specific color is displayed, the expected bonus rate is "10%", "40%", "60%", and "75%". That is, if the second performance element constituting at least a part of the second specific performance is not displayed for a predetermined period, and the first performance element constituting at least a part of the first specific performance is displayed in a specific color for at least a part of the predetermined period, a bonus is awarded at a second rate lower than the first rate. The second rate in this embodiment is lower than the first rate of "90%", and is at least one of "10%", "40%", "60%", and "75%".
[0158] In the game machine 10, during the execution of a special game, a prize acquisition animation is performed in which a prize acquisition image GP of a specific color is displayed, and a challenge animation result in which a band image CO of a specific color is displayed is not derived. In this situation, the expected value of the prize is one of "10%", "40%", "60%", or "75%". On the other hand, in the game machine 10, during the execution of a special game, a prize acquisition animation is performed in which a prize acquisition image GP of a specific color is displayed, and a challenge animation result in which a band image CO of a specific color is displayed is derived. In this way, the expected value of the prize can differ in the two situations shown here. In this embodiment, the situation in which a prize acquisition animation in which a prize acquisition image GP of a specific color is displayed is performed during the execution of a special game, and a challenge animation result in which a band image CO of a specific color is displayed is not derived corresponds to the first situation. In contrast, in this embodiment, the situation in which a reward count animation is performed during the execution of a special game in which an image GP of a specific color is displayed, and a challenge animation result is derived in which a band image CO of a specific color is displayed during the execution of a special game, corresponds to the second situation. Furthermore, in this embodiment, the rate at which rewards are subsequently granted may differ between the first and second situations.
[0159] In the gaming machine 10, when a hold notification effect is performed during the execution of a special game, displaying an execution image ZG of a specific color, and a challenge effect result displaying a band image CO of a specific color is not derived during the execution of the special game, the expected bonus rate will be either "60%" or "75%". On the other hand, in the gaming machine 10, when a hold notification effect is performed during the execution of a special game, displaying an execution image ZG of a specific color, and a challenge effect result displaying a band image CO of a specific color is derived during the execution of the special game, the expected bonus rate will be "90%". Thus, the expected bonus rate may differ in the two situations shown here. In this embodiment, the situation in which a hold notification effect is performed during the execution of a special game, displaying an execution image ZG of a specific color, and a challenge effect result displaying a band image CO of a specific color is not derived during the execution of the special game corresponds to the first situation. In contrast, the situation in which a hold notification effect is performed during the execution of a special game, displaying an execution image ZG of a specific color, and a challenge effect result displaying a band image CO of a specific color is derived during the execution of the special game corresponds to the second situation. Furthermore, in this embodiment, the percentage of benefits granted thereafter may differ between the first and second situations.
[0160] In the gaming machine 10, the expected bonus rate when a pending notification animation is performed in which a specific colored execution image ZG is displayed is "60%". Also, in the gaming machine 10, the expected bonus rate when a winning count animation is performed in which a specific colored winning count image GP is displayed is "10%" or "40%". In other words, when a pending notification animation is performed in which a specific colored execution image ZG is displayed, the expected bonus rate is higher than when a winning count animation is performed in which a specific colored winning count image GP is displayed. That is to say, in this embodiment, when a display state is reached in which a first animation element constituting at least a part of a special animation is displayed in a specific color, the rate at which a bonus is subsequently awarded is higher than when a display state is reached in which a specific color is reached in which a first animation element constituting at least a part of a predetermined animation is displayed.
[0161] Here, we will explain the control involved in the execution of various effects. First, we will explain the process for determining the winning animation when a special game is put on hold, the process for determining the animation while the special game is on hold when a special game is put on hold, the process for determining the animation while the special game is on hold when a special game is already put on hold, and the process for determining whether to upgrade the animation content of the special game while the special game is on hold, along with the control related to the display of the hold image H and the image ZG while the special game is on hold.
[0162] If a pre-read command is entered, the sub-CPU 51 performs the process to determine the winning animation. However, if a pending notification animation is already in progress, the sub-CPU 51 does not perform the winning animation determination process, even if a pre-read command is entered. If the winning animation determination process is not performed, the sub-CPU 51 decides to display the normal version of the pending image H as the pending image H corresponding to the newly pending special game. The sub-CPU 51 then controls the animation display device 25 so that the normal version of the pending image H is displayed as the pending image H corresponding to the newly pending special game.
[0163] In the process of determining the winning animation, it is determined whether or not to execute a hold notification animation for the special game corresponding to the input pre-read command, and if so, what type of notification animation to execute. In this way, when a new special game is held in reserve, the sub-CPU 51 performs the winning animation determination process for the newly reserved special game.
[0164] In the process of determining the winning animation, the sub-CPU 51 performs a reserve notification lottery to determine whether to start executing a reserve notification animation for the special game corresponding to the input pre-read command. In this embodiment, if the reserve notification lottery is won, the execution of the reserve notification animation is determined, while if the reserve notification lottery is not won, the execution of the reserve notification animation is not determined. For example, the probability of winning the reserve notification lottery differs depending on whether it is possible to specify that the special game corresponding to the pre-read command will result in a jackpot or whether it is possible to specify that the special game corresponding to the pre-read command will result in a loss. For example, even if it is possible to specify that the special game corresponding to the pre-read command will result in a jackpot, the probability of winning the reserve notification lottery differs depending on the type of jackpot. Alternatively, the system may be configured to specify the type of variation pattern determined from the pre-read command, and the probability of winning the reserve notification lottery may differ depending on the type of variation pattern. If the reserve notification lottery is not won, the sub-CPU 51 terminates the process of determining the winning animation. At this time, the sub-CPU 51 decides to display the normal mode of the reserved image H as the reserved image H corresponding to the special game whose execution has been put on hold. The sub-CPU 51 then controls the display device 25 so that the normal mode of the reserved image H is displayed as the reserved image H corresponding to the special game whose execution has been put on hold.
[0165] Furthermore, if the pending notification lottery is won, the sub-CPU 51 determines the type of notification pattern. For example, in this embodiment, the method of determining the notification pattern differs depending on whether it is possible to specify that the special game corresponding to the pre-read command will result in a jackpot or that the special game corresponding to the pre-read command will result in a loss. For example, in this embodiment, even if it is possible to specify that the special game corresponding to the pre-read command will result in a jackpot, the method of determining the notification pattern differs depending on the type of jackpot. For example, the method of determining the notification pattern may be made different by making the types of notification patterns that can be determined different. Alternatively, for example, the method of determining the notification pattern may be made different by making the probabilities for determining each type of notification pattern different. In this embodiment, in the process of determining the winning performance, the notification pattern is determined from the first notification pattern and the second notification pattern, excluding the third notification pattern. When the sub-CPU 51 has determined the type of notification pattern, it terminates the process of determining the winning performance. The sub-CPU 51 then controls the display device 25 so that the determined preview pattern of the reserved image H is displayed as the reserved image H corresponding to the special game whose execution has been put on hold.
[0166] When a variable pattern command is entered while a pending notification effect is not in progress, the sub-CPU 51 performs a pending effect determination process. This pending effect determination process targets special games that are already pending. The pending effect determination process determines whether or not to execute a pending notification effect for the special game targeted by the pending effect determination process, and if so, what type of notification effect to use. When a special game is started, the sub-CPU 51 performs a pending effect determination process targeting the special game currently in progress and the special games that are pending. If there are two or more special games currently in progress and pending, the sub-CPU 51 first targets the special game currently in progress for the pending effect determination process, and then targets the pending special games in order from the one or more that were put on hold, starting with the game that was put on hold first. If the sub-CPU 51 decides to execute a pending notification effect before performing the pending effect determination process for all the special games currently in progress and pending, the sub-CPU 51 does not perform the pending effect determination process for the remaining pending special games.
[0167] In the pending performance determination process, the sub-CPU 51 performs a pending notification lottery to determine whether to start executing the pending notification performance for the special game that is the target of the pending performance determination process, if the pre-read command corresponding to the special game that is the target of the pending performance determination process is a pre-read command that is the target of the pending notification performance. If the pending notification lottery is unsuccessful, the sub-CPU 51 terminates the pending performance determination process for the special game that was the target of the pending performance determination process. If the pending notification lottery is successful, the sub-CPU 51 determines the type of notification pattern. For example, in the pending performance determination process, the method of determining the notification pattern differs depending on whether it is possible to identify that the special game corresponding to the pre-read command will be a jackpot or whether it is possible to identify that the special game corresponding to the pre-read command will be a miss. For example, even if it is possible to identify that the special game corresponding to the pre-read command will be a jackpot in the pending performance determination process, the method of determining the notification pattern differs depending on the type of jackpot. For example, the method of determining the notification pattern may differ by making the types of possible notification patterns different. In this embodiment, during the pending animation determination process, the animation mode is determined from among the first and second animation modes, excluding the third animation mode. Once the type of animation mode is determined, the sub-CPU 51 terminates the pending animation determination process. When the type of animation mode is determined during the pending animation determination process, the sub-CPU 51 controls the animation display device 25 so that the pending image H or the running image ZG corresponding to the special game targeted by the pending animation is changed to the pending image H or the running image ZG of the determined animation mode and displayed.
[0168] In either the process of determining the winning animation or the process of determining the animation while the animation is pending, if the pending notification execution lottery is won and the type of notification pattern is determined, the sub-CPU 51 stores in the sub-RWM 53 information that can identify the special game that was the subject of the pending notification animation and the type of notification pattern of the pending image H or the image ZG being executed in the pending notification animation (hereinafter referred to as pending notification execution information). The pending notification execution information stored in the sub-RWM 53 is deleted when the execution of the special game that was the subject of the pending notification animation corresponding to the pending notification execution information is completed.
[0169] When a hold notification effect is being executed and a variation pattern command is entered, the sub-CPU 51 performs an upgrade decision process. The upgrade decision process is performed on the special game that is the target of the hold notification effect that is already being executed. In the upgrade decision process, it is determined whether the content of the hold notification effect for the special game that is the target of the upgrade decision process will be upgraded and what type of notification effect will be after the upgrade. When the special game is started, the sub-CPU 51 performs an upgrade decision process on the special game that is the target of the hold notification effect that is already being executed. However, if the notification effect of the hold notification effect that is already being executed is the third notification effect, that is, if the hold notification effect of the third notification effect is already being executed, the sub-CPU 51 does not perform an upgrade decision process on the special game that is the target of the hold notification effect that is already being executed.
[0170] In the promotion decision process, the sub-CPU 51 performs a promotion lottery to determine whether to upgrade the content of the pending notification effect. If the promotion lottery is unsuccessful, the sub-CPU 51 terminates the promotion decision process. If the promotion lottery is successful, the sub-CPU 51 determines the type of notification effect after the upgrade. For example, in this embodiment, the method of determining the notification effect after the upgrade differs depending on whether it is possible to identify that the special game corresponding to the pre-read command will result in a jackpot or that the special game corresponding to the pre-read command will result in a loss. For example, even if it is possible to identify that the special game corresponding to the pre-read command will result in a jackpot during the promotion decision process, the method of determining the notification effect differs depending on the type of jackpot. In this embodiment, the sub-CPU 51 is configured to determine the third notification effect only if it is possible to identify that the special game that is the subject of the promotion decision process will result in a jackpot. However, if the notification effect with the highest pending expectation among the notification effects that can already be determined according to the pre-read command has already been determined, the sub-CPU 51 terminates the promotion decision process. Furthermore, in the gaming machine 10, the upgrade to the third notification mode is decided so that the expected bonus rate when the third notification mode's hold notification effect is executed does not exceed 75%. Also, once the type of notification mode after the upgrade is determined, the sub-CPU 51 terminates the upgrade decision process. If the type of notification mode after the upgrade is determined during the upgrade decision process, the sub-CPU 51 updates the hold notification execution information to one that can identify the determined notification mode. And, once the type of notification mode is determined during the upgrade decision process, the sub-CPU 51 controls the effect display device 25 so that the hold image H or execution image ZG corresponding to the special game targeted by the hold notification effect is changed to the hold image H or execution image ZG of the determined notification mode and displayed.
[0171] Furthermore, when a variable pattern command is input, the sub-CPU 51 controls the display device 25 so that the reserved image H moves and is displayed. Specifically, the sub-CPU 51 controls the display device 25 so that the running image ZG based on the reserved image H1 is displayed in the running area ZR. If the reserved image H2 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H2 is displayed as reserved image H1. If the reserved image H3 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H3 is displayed as reserved image H2. If the reserved image H4 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H4 is displayed as reserved image H3.
[0172] When a termination command is entered after a variable pattern command has been entered, the sub-CPU 51 erases the earliest stored pre-read command among the pre-read commands stored in the sub-RWM 53. Also, when a termination command is entered, the sub-CPU 51 controls the display device 25 so that the running image ZG displayed in the running area ZR is hidden. When the display device 25 hides the running image ZG, the running image ZG is erased.
[0173] Next, we will explain the challenge sequence processing related to the execution of the challenge sequence. When a variable pattern command is input, the sub-CPU 51 performs a challenge animation process. In the challenge animation process, the sub-CPU 51 performs a challenge lottery to determine whether to execute the challenge animation. For example, the probability of winning the challenge lottery may differ depending on whether it is possible to determine that the special game corresponding to the variable pattern command will result in a jackpot or not. For example, even when it is possible to determine that the special game corresponding to the variable pattern command will result in a jackpot, the probability of winning the challenge lottery may differ depending on the type of jackpot. For example, it may be possible to not perform a challenge lottery and instead determine whether to execute the challenge animation based on the variable pattern that can be determined from the variable pattern command. If the challenge lottery is unsuccessful, the sub-CPU 51 terminates the challenge animation process. If the challenge lottery is successful, the sub-CPU 51 decides whether to derive a challenge animation result in the challenge animation. For example, in this embodiment, the probability of deciding to derive a challenge performance result differs depending on whether it is possible to identify that the special game corresponding to the variable pattern command will result in a jackpot or that it will result in a loss. For example, even when it is possible to identify that the special game corresponding to the variable pattern command will result in a jackpot, the probability of deciding to derive a challenge performance result differs depending on the type of jackpot. Furthermore, the gaming machine 10 executes the challenge performance such that the expected bonus rate when a challenge performance result is derived is 90%, and it is decided to derive a challenge performance result in that challenge performance. After deciding whether to derive a challenge performance result, the sub-CPU 51 terminates the challenge performance processing. If it is decided to derive a challenge performance result, the sub-CPU 51 stores information that identifies the decision to derive a challenge performance result (hereinafter referred to as challenge result deriving information) in the sub-RWM 53. The challenge result deriving information stored in the sub-RWM 53 is erased when the execution of the special game is completed.
[0174] If the sub-CPU 51 decides to execute a challenge sequence, it sets an effective operation period for the sequence button EB at a predetermined timing during the execution of the special game. Furthermore, if the sub-CPU 51 decides to execute a challenge sequence, it controls the sequence display device 25 so that the execution of the operation promotion sequence begins at a predetermined timing during the execution of the special game. When executing the operation promotion sequence, the sub-CPU 51 determines the color of the operation promotion image PG to be displayed in the operation promotion sequence. If the sub-CPU 51 has not decided to derive a challenge sequence result, it executes an operation promotion sequence that displays an operation promotion image PG of a color different from the specified color. On the other hand, if the sub-CPU 51 decides to derive a challenge sequence result, it randomly determines one of the specified color and a color different from the specified color, and executes an operation promotion sequence that displays an operation promotion image PG of the determined color. The operation promotion sequence is executed during the effective operation period for the sequence button EB. If an operation signal is input from the sequence button EB within the effective operation period, or if the time for the effective operation period has elapsed, the sub-CPU 51 terminates the effective operation period and ends the execution of the operation promotion sequence. Furthermore, if it is decided to derive a challenge performance result, the sub-CPU 51 controls the performance display device 25 so that the challenge performance result is derived when the operation validity period ends. If it is not decided to derive a challenge performance result, the sub-CPU 51 does not derive a challenge performance result.
[0175] Next, we will explain the process related to the execution of the acquisition count animation. The sub-CPU 51 controls the performance display device 25 so that when a jackpot is won and a jackpot game is awarded in the normal state, the execution of the acquired number performance begins. The sub-RWM 53 stores information that can identify the number of prize balls acquired (hereinafter referred to as acquired number information). The sub-CPU 51 then controls the performance display device 25 so that an acquired number performance is executed that suggests or notifies a value that can be identified from the acquired number information. For example, if the value that can be identified from the acquired number information is "1220", the performance display device 25 is made to display an acquired number image GP containing the text information "1220 acquired", and the performance display device 25 is controlled to execute an acquired number performance that suggests or notifies a value that can be identified from the consecutive acquired number information.
[0176] When the sub-CPU 51 receives a command to enter the big prize slot, it adds "10," which corresponds to the number of prize balls awarded when one game ball enters the big prize slot 29, to the consecutive win count information and updates the win count information. When the sub-CPU 51 receives a command to enter the first general slot, it adds "7," which corresponds to the number of prize balls awarded when one game ball enters the first general prize slot 32a, to the consecutive win count information and updates the win count information. When the sub-CPU 51 receives a command to enter the second general slot, it adds "7," which corresponds to the number of prize balls awarded when one game ball enters the second general prize slot 32b, to the consecutive win count information and updates the win count information. When the high base state ends and a special game is executed in the low base state, the sub-CPU 51 initializes the win count information. At this time, the sub-CPU 51 initializes the win count information by setting any values that can be identified from the win count information to 0.
[0177] Furthermore, after updating the acquisition count information, the sub-CPU 51 determines whether the number of acquired prize balls that can be identified from the updated acquisition count information has reached the switching limit (hereinafter, this determination will be referred to as the "switching limit determination"). If the number of acquired prize balls has already reached the switching limit and the acquisition count image GP of a specific color is being displayed, the sub-CPU 51 does not perform the switching limit determination. If the switching limit determination determines that the number of acquired prize balls that can be identified from the updated acquisition count information has reached the switching limit, the sub-CPU 51 replaces the acquisition count image GP of a different color from the specific color with an acquisition count image GP of a specific color and executes the acquisition count animation. At this time, the sub-CPU 51 may control the animation display device 25 so that the acquisition count animation of the special display mode is emphasized. For example, the sub-CPU 51 may control the animation display device 25 so that the acquisition count animation is emphasized by enlarging and displaying the acquisition count image GP of a specific color for a predetermined emphasis time. Furthermore, if the sub-CPU 51 determines that the number of prize balls acquired, which can be identified from the updated acquisition information, has not reached the number of acquisitions required for the switch, the sub-CPU 51 will not display the acquisition count image GP of a specific color based on the number of prize balls acquired.
[0178] When the acquired number image GP is displayed in a color different from the specific color (when the number of acquired prize balls has not reached the number of switches), the sub-CPU 51 performs a temporary specific color lottery if a variation pattern command that can identify the jackpot variation pattern is input. For example, the probability of winning the temporary specific color lottery differs depending on the type of jackpot symbol that can be identified from the symbol command, that is, the type of jackpot. For example, the probability of winning the temporary specific color lottery differs depending on whether the third type of hold notification performance can be identified from the hold notification execution information. For example, the probability of winning the temporary specific color lottery differs depending on whether it can be identified from the challenge result derivation information that it has been decided to derive the challenge performance result. Furthermore, in the gaming machine 10, the probability of winning the temporary specific color lottery is set such that the expected bonus rate when the acquired number image GP of the specific color is derived when the third type of hold notification performance is not executed and the challenge performance result is not derived, and the number of acquired prize balls has not reached the number of switches, is 40%. Furthermore, in the gaming machine 10, when the third type of hold notification effect is executed and the challenge effect result is not derived, and the number of acquired prize balls has not reached the switching number, the probability of receiving a bonus when a specific color acquired number image GP is derived is set to 75%. Furthermore, in the gaming machine 10, when the challenge effect result is derived, and the number of acquired prize balls has not reached the switching number, the probability of receiving a bonus when a specific color acquired number image GP is derived is set to not exceed 90%.
[0179] If the temporary specific color lottery is won, the sub-CPU 51 will replace the acquired ball count image GP of a different color with the acquired ball count image GP of the specific color with the acquired ball count image GP of the specific color at a predetermined timing during the execution of the specific game, and execute the acquired ball count animation. If the acquired ball count image GP of the specific color is displayed based on the temporary specific color lottery win, and the number of acquired prize balls has not reached the switching limit, the sub-CPU 51 will replace the acquired ball count image GP of the specific color with the acquired ball count image GP of a different color with the acquired ball count animation upon the end of the special game. However, even if the acquired ball count image GP of the specific color is displayed based on the temporary specific color lottery win, if the number of acquired prize balls has not reached the switching limit, the sub-CPU 51 will continue to display the acquired ball count image GP of the specific color and execute the acquired ball count animation even after the end of the special game.
[0180] Next, we will explain the process related to the execution of the result animation. The main CPU 41 determines a special variation pattern for the final round when executing the 100th special game, which is played after the end of the second jackpot game without winning a jackpot. There are two types of variation patterns for the final round: a jackpot variation pattern and a losing variation pattern.
[0181] The sub-CPU 51 executes a result animation when it receives a variation pattern command that allows it to identify a variation pattern specifically for the final round. Specifically, the sub-CPU 51 controls the animation display device 25 so that the normal result animation is executed if the number of prize balls acquired, which can be identified from the acquired ball count information, has not reached a predetermined value. When the normal result animation is executed, the sub-CPU 51 controls the animation display device 25 so that a notification animation is executed that recognizes the conditions for executing the premium result animation. At this time, the sub-CPU 51 calculates the remaining value (the difference between the number of prize balls acquired and the predetermined value) until the number of prize balls acquired, which can be identified from the acquired ball count information, reaches a predetermined value, and controls the animation display device 25 so that a notification animation is executed that displays a notification image JG containing text information that allows it to identify this remaining value. For example, if the remaining value (the difference between the number of prize balls acquired and the predetermined value) until the number of prize balls acquired, which can be identified from the acquired ball count information, reaches a predetermined value is "12000", then a notification animation is executed that displays a notification image JG containing the text information "12000 more acquired for a premium result!". Meanwhile, the sub-CPU 51 controls the display device 25 so that a premium result animation is executed when the number of prize balls obtained, which can be determined from the number of acquired balls information, reaches a predetermined value.
[0182] Next, we will explain the time (duration) during which each of the various effects will be performed. In the gaming machine 10, the challenge sequence begins and ends within the period from the start of one special game until the end of that special game. Therefore, when the challenge sequence result is derived after an action prompt sequence, the period during which the challenge sequence result is derived is shorter than the variation time of one special game.
[0183] On the other hand, if the third type of hold image H is displayed during the hold notification sequence, the third type of hold image H will continue to be displayed for one or more special games until the execution of the special game that was the target of the hold notification sequence begins, and furthermore, the third type of hold image H will also be displayed during the execution of the special game that was the target of the hold notification sequence. For this reason, when the third type of hold image H or the execution image ZG is displayed during the hold notification sequence, the period for which the third type of hold image H or the execution image ZG is displayed may be longer than the variation time of one special game.
[0184] Therefore, the period during which the challenge performance result is derived in the challenge performance may be shorter than the period during which the hold image H or execution image ZG of the third notification mode is displayed in the hold notification performance. In other words, the period during which the second performance element constituting at least a part of the second specific performance is displayed in a specific color in the second specific performance may be shorter than the period during which the first performance element constituting at least a part of the first specific performance is displayed in a specific color in the first specific performance. That is to say, when the challenge performance result is derived in the challenge performance via the operation promotion performance, the period during which the challenge performance result is derived may be shorter than the period during which the hold image H or execution image ZG of the third notification mode is displayed in the hold notification performance. In other words, when the second specific performance is executed in the transit mode, the period during which the second performance element constituting at least a part of the second specific performance is displayed in a specific color may be shorter than the period during which the first performance element constituting at least a part of the first specific performance is displayed in a specific color in the first specific performance.
[0185] Furthermore, if a specific colored GP image of the number of acquired balls is displayed during the acquisition count animation, and the number of acquired balls has reached the switching limit, the specific colored GP image of the number of acquired balls will continue to be displayed for one or more special games from then until the high base state ends and a special game is executed in the low base state. For this reason, when a specific colored GP image of the number of acquired balls is displayed during the acquisition count animation, the period during which that specific colored GP image of the number of acquired balls is displayed may be longer than the variation time of one special game.
[0186] Therefore, the period during which the challenge performance result is derived in the challenge performance may be shorter than the period during which the acquired count image GP of a specific color is displayed in the acquired count performance. In other words, the period during which the second performance element constituting at least a part of the second specific performance is displayed in a specific color in the second specific performance may be shorter than the period during which the first performance element constituting at least a part of the first specific performance is displayed in a specific color in the first specific performance. That is to say, when the challenge performance result is derived in the challenge performance via the operation acceleration performance, the period during which the challenge performance result is derived may be shorter than the period during which the acquired count image GP of a specific color is displayed in the acquired count performance. In other words, when the second specific performance is executed in a transit manner, the period during which the second performance element constituting at least a part of the second specific performance is displayed in a specific color may be shorter than the period during which the first performance element constituting at least a part of the first specific performance is displayed in a specific color in the first specific performance.
[0187] Also, when the hold image H of the third preview mode is displayed in the hold preview performance, the hold image H of the third preview mode continues to be displayed across four special games until the execution of the special game targeted by the hold preview performance starts. Furthermore, the hold image H of the third preview mode may also be displayed during the execution of the special game targeted by the hold preview performance. This can be said to be the longest period during which the hold image H or the in-execution image ZG of the third preview mode is displayed. On the other hand, even if the number of acquired bonus balls reaches the switching number, it is quite possible that six or more special games will be executed until the high-base state ends and the special game is executed in the low-base state. Therefore, it is quite possible that the period during which the acquired number image GP of a specific color is displayed will be longer than the period during which six or more special games are executed. In particular, since the number of acquired bonus balls often increases by shooting game balls into the big winning opening 29 and reaches the switching number, considering that at least 100 special games are executed from the end of the second jackpot game until the control reaches the low-base state, it is assumed that the opportunity for the acquired number image GP of a specific color to be displayed across 100 or more special games will increase. Therefore, the period during which the acquired number image GP of a specific color is displayed in the acquired number performance is likely to be longer than the period during which the hold image H or the in-execution image ZG of the third preview mode is displayed in the hold preview performance. That is, the period in which the display state of the first performance element constituting at least a part of the predetermined performance is displayed in a specific color is likely to be longer than the period in which the display state of the first performance element constituting at least a part of the special performance is displayed in a specific color.
[0188] Here, based on FIGS. 12(a) and 12(b), a comparison of the special feature expectation level and an example of the display content of the effect display device 25 will be described. As shown in Figure 12(a), during the execution of a special game, if the number of acquired prize balls has not reached the switching limit, the acquired number image GP is displayed on the performance display device 25 in a specific color. At this time, since the challenge performance result has not been derived and the third type of hold notification performance has not been executed, the expected bonus rate is "40%". Incidentally, although not shown in the figure, if the third type of hold notification performance had been executed at this time, the expected bonus rate would be "75%".
[0189] As shown in Figure 12(b), during the execution of a special game, if the number of acquired prize balls has not reached the switching limit, the acquired number image GP is displayed in a specific color on the performance display device 25, and further, the band image CO is displayed on the performance display device 25, and the challenge performance result is derived. At this time, since the challenge performance result is derived, the expected bonus rate is "90%". Incidentally, at this time, regardless of whether the acquired number image GP is displayed in a specific color or whether the third type of hold notification performance is being executed, the expected bonus rate is "90%".
[0190] As described above, during the execution of the special game, when the number of acquired prize balls has not reached the switching limit, the acquisition count image GP is displayed in a specific color on the performance display device 25, but the challenge performance result has not been derived, the expected bonus rate is "40%". On the other hand, during the execution of the special game, when the number of acquired prize balls has not reached the switching limit, the acquisition count image GP is displayed in a specific color on the performance display device 25, and the challenge performance result has been derived, the expected bonus rate is "90%".
[0191] The effects of this embodiment will be described below. (1) Let's define the first situation as when, during the execution of the special game, the acquired count image GP, which constitutes at least a part of the acquired count presentation, is displayed in a specific color, and the band image CO, which constitutes at least a part of the challenge presentation, is not displayed. Furthermore, let's define the second situation as when, during the execution of the special game, the acquired count image GP is displayed in a specific color, and the band image CO is displayed in a specific color. In this case, the rate at which rewards are subsequently awarded may differ between the first and second situations. In other words, when the acquired count image GP is displayed in a specific color during the execution of the special game, the rate at which rewards are subsequently awarded may differ depending on whether the band image CO is displayed in a specific color. For this reason, even when the acquired count image GP, which constitutes at least a part of the acquired count presentation, is displayed in a specific color during the execution of the special game, it is possible to provide the enjoyment of paying attention to whether the band image CO, which constitutes at least a part of the challenge presentation separate from the acquired count presentation, is displayed in a specific color. Thus, the increased enjoyment is not limited to simply displaying the acquired GP image in a specific color during the execution of the special game; by providing further entertainment, it is possible to more effectively enhance the enjoyment of the game.
[0192] (2) Let's assume that the first situation is when, during the execution of the special game, the execution image ZG, which constitutes at least a part of the hold notification effect, is displayed in a specific color, and the band image CO, which constitutes at least a part of the challenge effect, is not displayed. Furthermore, let's assume that the second situation is when, during the execution of the special game, the execution image ZG is displayed in a specific color, and the band image CO is displayed in a specific color. In this case, the rate at which a bonus is subsequently awarded may differ between the first and second situations. In other words, when the execution image ZG is displayed in a specific color during the execution of the special game, the rate at which a bonus is subsequently awarded may differ depending on whether the band image CO is displayed in a specific color. For this reason, even if the execution image ZG, which constitutes at least a part of the hold notification effect, is displayed in a specific color during the execution of the special game, it is possible to provide the enjoyment of paying attention to whether the band image CO, which constitutes at least a part of the challenge effect separate from the hold notification effect, is displayed in a specific color. Thus, the enhancement of interest is not limited to the display state in which the running image ZG is shown in a specific color during the execution of the special game, but can be more effectively achieved by providing further enjoyment.
[0193] (3) When the band image CO, which constitutes at least a part of the challenge presentation, is displayed in a specific color during the execution of the special game, the bonus will be awarded with a "90%" probability, regardless of whether the acquired count image GP, which constitutes at least a part of the acquired count presentation, is displayed in a specific color during the execution of the special game. In contrast, when the band image CO is not displayed during the execution of the special game, and the acquired count image GP is displayed in a specific color during the execution of the special game, the bonus will be awarded at a lower rate than "90%" (for example, 40%). Thus, when the band image CO is displayed in a specific color, the bonus will be awarded at a higher rate than when the acquired count image GP is displayed in a specific color. For this reason, even when the same presentation elements are displayed in a specific color, it is possible to provide the enjoyment of paying attention to whether it is the acquired count image GP in the acquired count presentation or the band image CO in the challenge presentation. Furthermore, it is possible to more effectively enhance the enjoyment not only by improving the enjoyment by displaying presentation elements that constitute at least a part of the various presentations in a specific color, but also by providing further enjoyment.
[0194] (4) When the band image CO, which constitutes at least a part of the challenge effect, is displayed in a specific color during the execution of the special game, a bonus is awarded with a "90%" probability, regardless of whether the execution image ZG, which constitutes at least a part of the acquisition count effect, is displayed in a specific color during the execution of the special game. In contrast, when the band image CO is not displayed during the execution of the special game, and the execution image ZG is displayed in a specific color during the execution of the special game, a bonus is awarded with a lower percentage than "90%" (for example, 60%). Thus, when the band image CO is displayed in a specific color, a bonus is awarded with a higher percentage than when the execution image ZG is displayed in a specific color. For this reason, even when the same effect elements are displayed in a specific color, it is possible to provide the enjoyment of paying attention to whether it is the execution image ZG in the hold notification effect or the band image CO in the challenge effect. Furthermore, it is possible to more effectively enhance the enjoyment not only by improving the enjoyment by displaying the effect elements that constitute at least a part of the various effects in a specific color, but also by providing further enjoyment.
[0195] (5) The acquisition count animation can be executed in a manner that changes the display state from one in which the acquisition count image GP, which constitutes at least a part of the acquisition count animation, is displayed in a color different from the specified color, to one in which the acquisition count image GP is displayed in the specified color. Therefore, when the display state changes to one in which the acquisition count image GP is displayed in the specified color, the acquisition count image GP displayed in the specified color has been displayed beforehand, so it can be said that the object of attention is known. In contrast, the challenge animation can be executed in a manner that changes the display state from one in which the band image CO, which constitutes at least a part of the challenge animation, is not displayed, to one in which the band image CO is displayed in the specified color. Therefore, when the challenge animation, which displays the band image CO in the specified color, is executed, it is executed in a situation where the object of attention is unknown. Consequently, it is assumed that it will be less likely to notice that the band image CO has been displayed in the specified color than that the acquisition count image GP has been displayed in the specified color. In light of this, the change from a hidden state where the banner image CO is not displayed to a display state where the banner image CO is displayed in a specific color is made easier to recognize than the change from a display state where the acquired count image GP is displayed in a color different from the specific color to a display state where the acquired count image GP is displayed in the specific color. This helps to prevent players from noticing that the banner image CO, which constitutes at least a part of the challenge presentation, has changed to a display state where it is displayed in a specific color.
[0196] (6) The hold notification effect can be executed in a manner in which the display state changes from one in which the hold image H or the execution image ZG, which constitute at least a part of the hold notification effect, is displayed in a color different from the specific color, to one in which the hold image H or the execution image ZG is displayed in the specific color. Therefore, when the display state changes to one in which the hold image H or the execution image ZG is displayed in the specific color, the hold image H or the execution image ZG, which is displayed in the specific color, has been displayed in advance, so it can be said that the object of attention is known. In contrast, the challenge effect can be executed in a manner in which the display state changes from one in which the band image CO, which constitutes at least a part of the challenge effect, is not displayed, to one in which the band image CO is displayed in the specific color. Therefore, when the challenge effect, which displays the band image CO in the specific color, is executed, it is executed in a situation in which the object of attention is unknown. Consequently, it is assumed that it will be less likely to notice that the band image CO has been displayed in the specific color than that the hold image H or the execution image ZG has been displayed in the specific color. In light of this, the change from a hidden state where the banner image CO is not displayed to a display state where the banner image CO is displayed in a specific color is made easier to recognize than the change from a display state where the held image H or the running image ZG is displayed in a color different from the specific color to a display state where the held image H or the running image ZG is displayed in a specific color. This helps to prevent users from noticing that the display state has changed to one where the banner image CO, which constitutes at least a part of the challenge presentation, is displayed in a specific color.
[0197] (7) In the Challenge sequence, the period during which the band image CO, which constitutes at least a part of the Challenge sequence, is displayed in a specific color may be shorter than the period during which the acquisition count image GP, which constitutes at least a part of the Acquisition Count sequence, is displayed in a specific color. Therefore, the rarity of the band image CO, which constitutes at least a part of the Challenge sequence, being displayed in a specific color can be increased, thereby increasing the joy of seeing the band image CO displayed in a specific color during the Challenge sequence and effectively improving interest.
[0198] (8) In the Challenge sequence, the period during which the band image CO, which constitutes at least a part of the Challenge sequence, is displayed in a specific color may be shorter than the period during which the hold image H or the execution image ZG, which constitute at least a part of the hold notification sequence, is displayed in a specific color. Therefore, the rarity of the band image CO, which constitutes at least a part of the Challenge sequence, being displayed in a specific color can be increased, thereby increasing the enjoyment of seeing the band image CO, which constitutes at least a part of the Challenge sequence, displayed in a specific color, and effectively improving the entertainment value.
[0199] (9) When the challenge performance is executed in a transit manner, the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color may be shorter than the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count performance, is displayed in a specific color. In other words, the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count performance, is displayed in a specific color may be longer than the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color when the challenge performance is executed in a transit manner. By making the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count performance, is displayed in a specific color longer, it becomes easier to notice that the acquisition count image GP, which constitutes at least a part of the acquisition count performance, has changed from a display state in a color different from the specific color to a display state in a specific color, thereby improving interest.
[0200] The challenge animation can be executed in a way that involves first executing an action prompt animation while the banner image CO is not displayed, and then changing to a display state where the banner image CO is displayed in a specific color. In this way, when the display state where the banner image CO is displayed in a specific color is executed, if an action prompt animation has been executed beforehand, the execution of that action prompt animation can increase attention to the change in the display state where the banner image CO is displayed in a specific color. Therefore, even if the period during which the banner image CO is displayed in a specific color when the challenge animation is executed in a way that involves an action prompt animation is shorter than the period during which the acquired count image GP is displayed in a specific color in the acquired count animation, it is possible to prevent users from missing the fact that the banner image CO has been displayed in a specific color.
[0201] (10) When the challenge performance is executed in a transit manner, the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color may be shorter than the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement performance, is displayed in a specific color. In other words, the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement performance, is displayed in a specific color may be longer than the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color when the challenge performance is executed in a transit manner. By making the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement performance, is displayed in a specific color longer, it becomes easier to notice that the display state of the held image H or the running image ZG, which constitutes at least a part of the held announcement performance, has changed from a display state in a color different from the specific color to a display state in a specific color, thereby improving the entertainment value.
[0202] The challenge sequence can be executed in a way that involves first executing an action prompt sequence while the band image CO is not displayed, and then changing to a display state where the band image CO is displayed in a specific color. In this way, when the band image CO is displayed in a specific color, if an action prompt sequence has been executed beforehand, the execution of that action prompt sequence can increase attention to the band image CO being displayed in a specific color. Therefore, even if the period during which the band image CO is displayed in a specific color when the challenge sequence is executed in a way that is shorter than the period during which the held image H or the running image ZG is displayed in a specific color in the held notification sequence, it is possible to prevent users from missing the fact that the band image CO has been displayed in a specific color.
[0203] (11) The operation-prompting effect can be executed in a manner in which the operation-prompting image PG, which constitutes at least a part of the operation-prompting effect, is displayed in a specific color. Therefore, even when the operation-prompting effect is executed, it is possible to enhance the enjoyment by providing the player with the pleasure of paying attention to whether the operation-prompting image PG will be displayed in a specific color. Furthermore, the period in which the operation-prompting image PG is displayed in a specific color during the operation-prompting effect can change depending on the fulfillment of predetermined conditions that can be achieved by operating the effect button EB. Therefore, even after the operation-prompting image PG is displayed in a specific color during the operation-prompting effect, it is possible to enhance the enjoyment by providing the player with the pleasure of paying attention to how long the operation-prompting image PG will remain in that state.
[0204] (12) During the period prior to the execution of the special game that is the subject of the challenge presentation, the band image CO, which constitutes at least a part of the challenge presentation, will not be displayed in a specific color. Therefore, when the band image CO is displayed in a specific color, it can be determined that it is not the period prior to the execution of the special game that is the subject of the challenge presentation, that is, that it is during the execution of the special game that is the subject of the challenge presentation, thereby enhancing the entertainment value.
[0205] In contrast, during the period prior to the execution of the special game targeted by the hold notification effect, the display state of the hold image H, which constitutes at least a part of the hold notification effect, can change from a display state in a color different from the specified color to a display state in the specified color. Therefore, it is possible to enhance the enjoyment by providing the pleasure of watching whether the display state of the hold image H changes from a display state in a color different from the specified color to a display state in the specified color, even before the execution of the special game targeted by the hold notification effect.
[0206] (13) When the acquisition count animation is being performed, it is easier to recognize that the acquisition count animation is being performed than when the hold notification animation is being performed. In addition, the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count animation, is displayed in a specific color tends to be longer than the period during which the hold image H or the running image ZG, which constitutes at least a part of the hold notification animation, is displayed in a specific color. For this reason, it becomes easier to notice that the acquisition count image GP, which constitutes at least a part of the acquisition count animation, is displayed in a specific color, and it becomes easier to enhance the entertainment value.
[0207] (14) The maximum number of times it takes to change the display state of the held image H or the running image ZG, which constitutes at least a part of the held notification effect, from a display state in a color different from the specified color to a display state in which the held image H or the running image ZG is displayed in the specified color is greater than the maximum number of times it takes to change the display state of the acquired number image GP, which constitutes at least a part of the acquired number effect, from a display state in a color different from the specified color to a display state in which the acquired number image GP is displayed in the specified color. Furthermore, when the held image H or the running image ZG, which constitutes at least a part of the held notification effect, is displayed in the specified color, the rate at which a bonus is awarded afterward is higher than when the acquired number image GP is displayed in the specified color in the acquired number effect. This enhances the sense of accomplishment and improves the enjoyment of the held notification effect when the held image H or the running image ZG, which constitutes at least a part of the held notification effect, is displayed in the specified color.
[0208] (15) In the notification sequence, the notification image JG is not displayed in a specific color. Therefore, it is possible to prevent the player from being given unintended expectations by the notification image JG being displayed in a specific color during the notification sequence.
[0209] 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 notification image JG in the notification sequence may be displayed in a specific color. For example, if the notification image JG is displayed in a specific color in the notification sequence, it can increase attention to the notification sequence compared to when the notification image JG is not displayed in a specific color.
[0210] The maximum number of times it takes to change the display state from one in which the pending image H or the running image ZG, which constitutes at least a part of the pending notification effect, is displayed in a color different from the specified color, to one in which the pending image H or the running image ZG is displayed in the specified color, may be changed. For example, the maximum number of times it takes to change the display state from one in which the pending image H or the running image ZG is displayed in a color different from the specified color, to one in which the pending image H or the running image ZG is displayed in the specified color, may be one or two or more times. For example, the maximum number of times it takes to change the display state from one in which the acquired number image GP, which constitutes at least a part of the acquired number effect, is displayed in a color different from the specified color, to one in which the acquired number image GP is displayed in the specified color, may be changed. For example, the maximum number of times it takes to change the display state from one in which the acquired number image GP is displayed in a color different from the specified color, to one in which the acquired number image GP is displayed in the specified color, may be one or two or more times. The maximum number of times it takes to change from a display state in which the pending image H or the running image ZG is displayed in a color different from the specified color to a display state in which the pending image H or the running image ZG is displayed in the specified color may be the same as the maximum number of times it takes to change from a display state in which the acquired count image GP is displayed in a color different from the specified color to a display state in which the acquired count image GP is displayed in the specified color. The maximum number of times it takes to change from a display state in which the pending image H or the running image ZG is displayed in a color different from the specified color to a display state in which the pending image H or the running image ZG is displayed in the specified color may be less than the maximum number of times it takes to change from a display state in which the acquired count image GP is displayed in a color different from the specified color to a display state in which the acquired count image GP is displayed in the specified color.
[0211] - When a temporary specific color lottery is won, the predetermined timing at which the acquired number image GP of the specific color is displayed may be, for example, before the start of the reach performance, or after the start of the reach performance. For example, when a temporary specific color lottery is won, the acquired number image GP of the specific color may be displayed at the timing when all rows of performance symbols are displayed in the performance game. That is, the predetermined performance (first specific performance) may be performed at a timing before the start of the reach performance. For example, when a temporary specific color lottery is won, the predetermined timing at which the acquired number image GP of the specific color is displayed may be before the start of the challenge performance, at the same time as the start of the challenge performance, or after the start of the challenge performance. When a temporary specific color lottery is won, there may be one predetermined timing at which the acquired number image GP of the specific color is displayed, or there may be multiple predetermined timings. For example, if there are multiple predetermined timings at which the acquired number image GP of the specific color is displayed, the predetermined timing may be determined by lottery.
[0212] When executing the challenge performance, the predetermined timing at which the challenge performance begins (for example, the predetermined timing at which the operation validity period is set) may be, for example, before the start of the reach performance, or after the start of the reach performance. For example, the challenge performance may be set to begin after the start of the reach performance, and further, after the start of the super reach performance. That is, the period during which the second specific performance is executed may be after the start of the reach performance. There may be one predetermined timing at which the challenge performance begins, or there may be multiple. For example, if there are multiple timings at which the challenge performance begins, the predetermined timing may be determined by lottery.
[0213] Even before the execution of the special game targeted by the challenge animation, there may be a display state in which the band image CO constituting at least a part of the challenge animation is displayed in a specific color. For example, the challenge animation may be made executable for a special game whose execution is pending. If a challenge animation result is derived, the result may be derived during the execution of the special game targeted by the challenge animation. In this case, the challenge animation result derived when the execution of the special game targeted by the challenge animation is pending may continue to be derived even during the execution of the special game targeted by the challenge animation. In addition, after a challenge animation result is derived when the execution of the special game targeted by the challenge animation is pending, the derived challenge animation result may be hidden, and the challenge animation result may be derived again during the execution of the special game targeted by the challenge animation.
[0214] - Even before the execution of a special game that is the target of a win count animation that temporarily displays a win count image GP of a specific color, there may be a display state in which the win count image GP is displayed in a specific color. For example, it may be possible to execute a win count animation that temporarily displays a win count image GP of a specific color for a special game whose execution is pending. If a win count image GP of a specific color is displayed, it may be made so that it continues to be displayed even during the execution of the special game that is the target of the win count animation. In addition, after a win count image GP of a specific color is displayed when the execution of the special game that is the target of the win count animation is pending, the win count image GP may be displayed again in a color different from the specific color, and then displayed again in a specific color during the execution of the special game that is the target of the win count animation.
[0215] The operation-prompt effect does not have to be executable in a manner that displays the operation-prompt image PG, which constitutes at least a part of the operation-prompt effect, in a specific color. Also, if the challenge effect is executed, the operation-prompt effect does not have to be executed. For example, if the challenge effect is executed, the operation-prompt effect may or may not be executed. That is, the challenge effect may or may not be executed in an intermediate manner. Also, in the challenge effect, the operation-prompt effect may not be executed, and the effect may not be executed in an intermediate manner. If the system is configured so that the challenge effect result may be derived even if the operation-prompt effect is not executed, it is possible to make the user expect that the challenge effect result will be derived, that is, that the band image CO will be displayed, even if the operation-prompt effect is not executed. In addition, even if the operation-prompt image PG is displayed in a specific color, the system may or may not subsequently produce a challenge effect result. In this case, when the operation-prompt image PG is displayed in a specific color, the expectation that the challenge effect result will be derived may be higher than when the operation-prompt image PG is displayed in a color other than the specific color. When configured as described above, even if the prompt image PG is displayed in a specific color, it can provide the enjoyment of paying attention to whether or not the challenge animation result is achieved.
[0216] - In a challenge sequence, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be longer than the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color. For example, when a challenge sequence is executed via a transit mode, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be longer than the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color. Furthermore, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may always be shorter than the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color. For example, when a challenge sequence is executed via a transit method, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be shorter than the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color. In addition, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be the same as the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color. For example, when a challenge sequence is executed via a transit method, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be the same as the period during which the held image H or the running image ZG, which constitutes at least a part of the held announcement sequence, is displayed in a specific color.
[0217] In the challenge sequence, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be longer than the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count sequence, is displayed in a specific color. For example, when the challenge sequence is executed via a transit method, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may be longer than the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count sequence, is displayed in a specific color. Furthermore, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may always be shorter than the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count sequence, is displayed in a specific color. For example, when the challenge sequence is executed via a transit method, the period during which the band image CO, which constitutes at least a part of the challenge sequence, is displayed in a specific color may always be shorter than the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count sequence, is displayed in a specific color. In addition, the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color may be the same as the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count performance, is displayed in a specific color. For example, when the challenge performance is executed via a transit method, the period during which the band image CO, which constitutes at least a part of the challenge performance, is displayed in a specific color may be the same as the period during which the acquisition count image GP, which constitutes at least a part of the acquisition count performance, is displayed in a specific color.
[0218] When a pending notification animation is being performed, it may be made easier to recognize that the pending notification animation is being performed than when a count-of-winning animation is being performed. Also, the ease of recognizing that a count-of-winning animation is being performed may be the same as the ease of recognizing that a pending notification animation is being performed.
[0219] - When a hold notification effect is executed as a result of the execution of a special game being put on hold, the hold image H of the third notification type may be displayed. In this case, the situation changes from one in which the hold image H is not displayed to one in which the hold image H of the third notification type is displayed. Therefore, the hold notification effect in which the hold image H of the third notification type is displayed as a result of the execution of a special game being put on hold is an effect that can be executed in a manner that changes from a hidden state in which the hold image H is not displayed to a displayed state in which the hold image H is displayed in a specific color, and can be considered as a second specific effect. In other words, the hold notification effect may serve as both a first specific effect and a second specific effect. As described above, one of the effects that can be executed in the gaming machine 10 may serve as both a first specific effect and a second specific effect.
[0220] The change from a hidden state where the band image CO is not displayed to a display state where the band image CO is displayed in a specific color does not need to be easier to recognize than the change from a display state where the held image H or running image ZG is displayed in a color different from the specific color to a display state where the held image H or running image ZG is displayed in a specific color. For example, the ease of recognition of the change from a hidden state where the band image CO is not displayed to a display state where the band image CO is displayed in a specific color may be the same as the ease of recognition of the change from a display state where the held image H or running image ZG is displayed in a color different from the specific color to a display state where the held image H or running image ZG is displayed in a specific color.
[0221] The change from a hidden state where the banner image CO is not displayed to a display state where the banner image CO is displayed in a specific color does not need to be easier to recognize than the change from a display state where the acquired count image GP is displayed in a color different from the specific color to a display state where the acquired count image GP is displayed in a specific color. For example, the ease of recognition of the change from a hidden state where the banner image CO is not displayed to a display state where the banner image CO is displayed in a specific color may be the same as the ease of recognition of the change from a display state where the acquired count image GP is displayed in a color different from the specific color to a display state where the acquired count image GP is displayed in a specific color.
[0222] The ease with which a user can recognize that a count-of-acquisition animation is being performed is not limited to the size of the display area on the animation display device 25 where the count-of-acquisition image GP of a specific color is displayed during the count-of-acquisition animation. For example, if a predetermined sound effect or predetermined light effect is performed in conjunction with the execution of the count-of-acquisition animation, the ease with which a user can recognize that a count-of-acquisition animation is being performed will be improved. Also, if a predetermined sound effect is performed in conjunction with the execution of the count-of-acquisition animation, the louder the volume of the sound associated with that predetermined sound effect, the easier it will be to recognize that a count-of-acquisition animation is being performed. Similarly, if a predetermined light effect is performed in conjunction with the execution of the count-of-acquisition animation, the brighter the light associated with that predetermined light effect, the easier it will be to recognize that a count-of-acquisition animation is being performed. Furthermore, the ease with which a user can recognize that a count-of-acquisition animation is being performed may be improved by having a movable body move (for example, move or vibrate) in conjunction with the execution of the count-of-acquisition animation. Also, the ease with which a user can recognize that a count-of-acquisition animation is being performed may be improved by having an effect effect be executed on the animation display device 25 in conjunction with the execution of the count-of-acquisition animation. For example, if an effect animation is performed in conjunction with the execution of the acquisition count animation, the larger the area in which the effect animation is performed, the easier it may be to recognize that the acquisition count animation is being performed. In addition, when the acquisition count animation is being performed, the fewer the number of animations performed separately by the animation display device 25, the easier it is to recognize that the acquisition count animation is being performed. Incidentally, the ease with which the acquisition count animation is being performed corresponds to the ease with which it is recognized that the display state has changed from one in which the acquisition count image GP is displayed in a color different from the specified color to one in which the acquisition count image GP is displayed in the specified color.
[0223] The ease with which a user can recognize that a hold notification effect is being performed is not limited to the size of the display area on the effect display device 25 in which the hold image H or the image ZG being performed is displayed during the hold notification effect. For example, if a predetermined sound effect or predetermined light effect is performed in conjunction with the execution of the hold notification effect, the ease with which a user can recognize that a hold notification effect is being performed will be improved. Also, if a predetermined sound effect is performed in conjunction with the execution of the hold notification effect, the louder the volume of the sound associated with that predetermined sound effect, the easier it will be to recognize that a hold notification effect is being performed. Similarly, if a predetermined light effect is performed in conjunction with the execution of the hold notification effect, the brighter the light associated with that predetermined light effect, the easier it will be to recognize that a hold notification effect is being performed. In addition, the ease with which a user can recognize that a hold notification effect is being performed may be improved by having a movable body move (for example, move or vibrate) in conjunction with the execution of the hold notification effect. Furthermore, the ease with which a user can recognize that a hold notification effect is being performed may be improved by having an effect effect be executed on the effect display device 25 in conjunction with the execution of the hold notification effect. For example, if an effect animation is performed in conjunction with the execution of a hold notification animation, the larger the area over which the effect animation is performed, the easier it may be to recognize that the hold notification animation is being performed. In addition, when a hold notification animation is being performed, the fewer animations that are performed separately by the animation display device 25, the easier it is to recognize that the hold notification animation is being performed. Incidentally, the ease with which a hold notification animation is being performed corresponds to the ease with which it is recognized that the display state has changed from one in which the hold image H or the image ZG being played is displayed in a color different from a specific color to one in which the hold image H or the image ZG being played is displayed in a specific color.
[0224] The ease with which a challenge performance result is derived is not limited to the size of the display area on the performance display device 25 where the band image CO is displayed during the challenge performance. For example, if a predetermined sound effect or predetermined light effect is executed in conjunction with the deriving of a challenge performance result, the ease with which a challenge performance result is derived will be improved. Also, if a predetermined sound effect is executed in conjunction with the deriving of a challenge performance result, the louder the volume of the sound associated with that predetermined sound effect, the easier it will be to recognize that a challenge performance result has been derived. Similarly, if a predetermined light effect is executed in conjunction with the deriving of a challenge performance result, the brighter the light associated with that predetermined light effect, the easier it will be to recognize that a challenge performance result has been derived. Furthermore, the ease with which a challenge performance result is derived may be improved by having a movable body move (for example, move or vibrate) in conjunction with the deriving of a challenge performance result. Furthermore, the ease with which a challenge performance result is derived may be improved by having an effect effect executed on the performance display device 25 in conjunction with the deriving of a challenge performance result. For example, if an effect animation is executed in conjunction with the deriving of a challenge animation result, the larger the area in which the effect animation is executed, the easier it may be to recognize that a challenge animation result has been derived. In addition, when a challenge animation result has been derived, the fewer the number of animations executed on the animation display device 25 in addition to the animation that derives the challenge animation result, the easier it may be to recognize that a challenge animation result has been derived. Incidentally, the ease with which it is recognized that a challenge animation result has been derived corresponds to the ease with which it is recognized that the state has changed from a hidden state where the band image CO is not displayed to a displayed state where the band image CO is displayed in a specific color.
[0225] - When the band image CO, which constitutes at least a part of the challenge presentation, is displayed in a specific color during the execution of the special game, the expected value of the bonus may be different depending on whether the execution image ZG, which constitutes at least a part of the acquisition count presentation, is displayed in a specific color during the execution of the special game. For example, when the band image CO is displayed in a specific color during the execution of the special game, and the execution image ZG is displayed in a specific color during the execution of the special game, the expected value of the bonus may be higher than when the execution image ZG is not displayed in a specific color during the execution of the special game. The reverse may also be true. Incidentally, when the execution image ZG is not displayed in a specific color during the execution of the special game, it can also be said that the execution image ZG is displayed in a color different from the specific color.
[0226] - When the band image CO, which constitutes at least a part of the challenge presentation, is displayed in a specific color during the execution of the special game, the expected bonus level may be different depending on whether the acquired number image GP, which constitutes at least a part of the acquired number presentation, is displayed in a specific color during the execution of the special game. For example, when the band image CO is displayed in a specific color during the execution of the special game, and the acquired number image GP is displayed in a specific color during the execution of the special game, the expected bonus level may be higher than when the acquired number image GP is not displayed in a specific color during the execution of the special game. The reverse may also be true. Incidentally, when the acquired number image GP is not displayed in a specific color during the execution of the special game, it can also be said that the acquired number image GP is displayed in a color different from the specific color.
[0227] - Suppose the first situation is when, during the execution of the special game, the execution image ZG, which constitutes at least a part of the hold notification effect, is displayed in a specific color, and the band image CO, which constitutes at least a part of the challenge effect, is not displayed. Furthermore, suppose the second situation is when, during the execution of the special game, the execution image ZG is displayed in a specific color, and the band image CO is displayed in a specific color. In this case, the rate at which a bonus is subsequently awarded may always be different in the first situation and the second situation. Also, the rate at which a bonus is subsequently awarded may be different in the first situation and the second situation, or the rate at which a bonus is subsequently awarded may be the same. Also, the rate at which a bonus is subsequently awarded may always be the same in the first situation and the second situation.
[0228] Let's define the first situation as when, during the execution of a special game, the acquired count image GP, which constitutes at least a part of the acquired count presentation, is displayed in a specific color, and the band image CO, which constitutes at least a part of the challenge presentation, is not displayed. Furthermore, let's define the second situation as when, during the execution of a special game, the acquired count image GP is displayed in a specific color, and the band image CO is displayed in a specific color. In this case, the rate at which rewards are subsequently awarded may always be different in the first and second situations. Also, the rate at which rewards are subsequently awarded may be different in the first and second situations, or the rate at which rewards are subsequently awarded may be the same. Also, the rate at which rewards are subsequently awarded may always be the same in the first and second situations.
[0229] The percentage of rewards granted (reward expectation rate) is not limited to the reward expectation rate shown in Figure 11. The reward expectation rate may be 0% or 100%. For example, the reward expectation rate in the first situation and the reward expectation rate in the second situation may be 0%, or the reward expectation rate in the second situation may be 100%. In addition, the reward expectation rate corresponding to the first percentage in the above embodiment may be 100%. Furthermore, the reward expectation rate corresponding to the first percentage in the above embodiment may include 100%. Similarly, the reward expectation rate corresponding to the second percentage in the above embodiment may be 0%. Furthermore, the reward expectation rate corresponding to the second percentage in the above embodiment may include 0%. Note that the second percentage may be less than or equal to the first percentage. For example, the second percentage may include the same percentage as the first percentage.
[0230] • In the above embodiment, the reward is controlled to be in a probability variation state, but the reward may be changed. For example, the reward may be the granting of a specific winning game from among several types of winning games. The specific winning game may be, for example, a winning game that is classified as a type that is highly advantageous to the player from among several types of winning games. In addition, the reward may be controlled to a specific game state. The specific game state may be, for example, a probability variation state as in the above embodiment, or a game state within the probability variation state that is controlled for a long period of time. In this case, for example, it may be configured so that one setting value can be set from among several types of setting values, and the period during which the probability variation state can be controlled may differ depending on the set setting value. Furthermore, the reward may be controlled to a specific performance state. The specific performance state may be a performance state that is classified as a type that is highly advantageous to the player from among several types of performance states (for example, a performance state called a high-level RUSH). The performance state is also called a performance mode. The reward may be the granting of a big win game. The bonus may be the execution of a specific performance (for example, a premium performance).
[0231] ·When the hold image H or the running image ZG in the normal mode is displayed, since it is a situation where a hold image H or a running image ZG of a color different from the specific color is displayed, it can also be regarded as a display state where the production elements constituting at least a part of the hold preview production are displayed in a color different from the specific color. However, when the hold image H or the running image ZG in the normal mode is displayed, since it can also be regarded as a situation where the hold preview production itself is not being executed, when the hold image H or the running image ZG in the normal mode is displayed, it can also be regarded as a situation where it is not a display state where the production elements constituting at least a part of the hold preview production are displayed in a color different from the specific color.
[0232] ·When a challenge production result is derived when the number-of-winnings image GP of a specific color is displayed on the production display device 25 and the number-of-winnings production is being executed, on the production display device 25, the display of the number-of-winnings image GP may be temporarily erased. In addition, when a challenge production result is derived when the hold image H or the running image ZG in the third preview mode is displayed on the production display device 25, on the production display device 25, the display of the hold image H or the running image ZG in the third preview mode may be temporarily erased.
[0233] ·The production display device 25 may be capable of executing a right-handed production. When right-handed hitting is recommended, a right-handed production that prompts right-handed hitting may be executable. For example, when in a high-base state, the production display device 25 may be capable of executing a right-handed production. For example, when in the middle of a big-win game, the production display device 25 may be capable of executing a right-handed production. For example, when the number-of-winnings image GP of a specific color is displayed and the number-of-winnings production is executed, the right-handed production may not be executed, or the area where the right-handed production is executed may be reduced (visibility is reduced).
[0234] In the above embodiment, the special game executed based on the ball entering the first start port 26 (hereinafter referred to as the first special game) and the special game executed based on the ball entering the second start port 27 (hereinafter referred to as the second special game) may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or they may be configured to be executed in a reserved order regardless of the type of special game. Alternatively, the first special game may be configured to be executed with priority over the second special game. Furthermore, the first and second special games may be configured to be executed simultaneously. Furthermore, when enabling the simultaneous execution of the first and second special games, for example, the performance game corresponding to the first special game may be executed in a low base state, while the performance game corresponding to the second special game may be executed in a high base state. For example, at least one of the types of jackpots and the probability of determining each type of jackpot may be different when the first special game is a jackpot and when the second special game is a jackpot. In other words, the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be different from the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. When the first special game and the second special game are configured to be playable, the reserved images corresponding to the first special game and the reserved images corresponding to the second special game may be displayed separately on the performance display device 25. For example, the reserved images corresponding to the first special game and the reserved images corresponding to the second special game may have different designs. Furthermore, when the base state is low, the execution of a reserved notification performance targeting the first special game may be permitted, while the execution of a reserved notification performance targeting the second special game may be restricted. Furthermore, when the base state is high, the execution of a reserved notification performance targeting the second special game may be permitted, while the execution of a reserved notification performance targeting the first special game may be restricted. Note that there are not limited to one or two types of special games.
[0235] The number of game balls awarded as prizes when the conditions for prize ball payout are met due to a game ball entering one of the various entry points (prize entry points) may be changed. For example, the number of game balls awarded as prizes when a game ball enters the general prize entry point 32 may be the same as the number of game balls awarded as prizes when a game ball enters the large prize entry point 29. For example, the number of game balls awarded as prizes when a game ball enters the first start entry point 26 may be the same as the number of game balls awarded as prizes when a game ball enters the second start entry point 27. For example, the number of game balls awarded as prizes when a game ball enters the second start entry point 27 may be 1.
[0236] Even if a jackpot is not won, the game may be controlled to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.
[0237] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be controlled to a high base state as a result of the time-saving symbol being displayed as confirmed stop symbols.
[0238] As gaming machines that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win is awarded, specifications that control the machine to be in a probability variation state until the player wins a draw to drop out of the probability variation state (drop-out machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to be in a probability variation state until a predetermined number of special games are completed, some machines set a predetermined number of times in which the machine is effectively controlled to be in a probability variation state until the next big win is awarded. In this case, the number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to be in a probability variation state may be controlled to be in a high base state. When a number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded is set, it can be said that the situation in which the next big win is effectively awarded can be identified. A gaming machine that can be controlled to enter a probability variation state has a specification (V probability variation machine) that controls the machine to enter a probability variation state when the game ball passes through a specific area. The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned fall-out machine and V probability variation machine. Furthermore, a V probability variation machine may have a specification that generates a specific round game by having a single large prize slot. A V probability variation machine may have a specification that generates a specific round game by having multiple large prize slots consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be embodied in any of these specifications of a V probability variation machine.
[0239] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The small win lottery may be performed only when a ball enters either the first start port 26 or the second start port 27, or the small win lottery may be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. In other words, in gaming machines that can conduct both big win and small win draws, either the big win draw or the small win draw can be considered as a winning draw, and either the big win game or the small win game can be considered as a winning game.
[0240] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win occurs and the game ends without the game ball passing through a special area and a major win is not awarded, the game may be controlled to return to a normal game state.
[0241] Even after being controlled to a state where further progress cannot be made, the main CPU 41 may perform control to dispense game media that was decided to be dispensed before being controlled to a state where further progress cannot be made (control to dispense game balls). For example, it may be possible to detect errors related to the dispensing of game balls in a situation where control to dispense game balls is performed after being controlled to a state where further progress cannot be made, that is, in a situation where the dispensing of game balls continues even after being controlled to a state where further progress cannot be made. Errors related to the dispensing of game balls may include, for example, an error that makes it impossible to dispense game balls because the game balls to be dispensed have not been supplied to the game machine (e.g., ball out error). Errors related to the dispensing of game balls may include, for example, an error that occurs because there are game balls that have been decided to be dispensed but have not yet been dispensed (e.g., undispensed error). Errors related to the dispensing of game balls may include, for example, an error that occurs because the upper tray capable of storing game balls is full (e.g., full error).
[0242] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, like gaming machine 10, it is possible to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. Then, by consuming the game balls (game value) managed as electronic data, it is possible to launch physical game balls into the game area 21. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. That is, the game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, the game value may be physical, or it may be managed as electronic data.
[0243] The above embodiment may also be applied to a revolving-type gaming machine (so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after setting the bet amount, when the start lever, which is the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which is the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels stops, a prize may be awarded according to the combination of symbols that stopped. Some revolving-type gaming machines can perform navigation effects (so-called navigation effects) that guide the player in operating the stop buttons that the player can operate. Navigation effects can also be said to be effects that encourage the player to operate the stop buttons that the player can operate. In a revolving-type gaming machine, by setting the bet amount (so-called number of tokens) and running a variable game, the amount of gaming media corresponding to the bet amount is consumed. On the other hand, in slot machines, when prizes are awarded according to the combination of symbols that stop, game tokens may be provided. In such slot machines, the maximum difference can be changed by the consumption of game tokens, and the maximum difference can also be changed by the provision of game tokens. Furthermore, in slot machines, a completion function may be activated when the maximum difference reaches a predetermined value. Slot machines may also be able to perform winning count animations. Slot machines may also be able to perform various animations in specific colors. For example, when an animation leads to a result favorable to the player, the animation accompanying the attainment of that result may be able to be performed in specific colors. This may be adopted not only in slot machines but also in pachinko machines.
[0244] Some slot machines grant a bonus game (enter a bonus state) when a combination of symbols corresponding to a bonus role stops. In slot machines, a bonus game can be considered a winning game. Furthermore, in slot machines, if the maximum difference reaches a predetermined value during a bonus game, it may be possible to control the machine to a state where further progress is impossible after the bonus game ends. Incidentally, navigation effects can be executed during a bonus game. In slot machines that can grant such bonus games, for example, effects that suggest or notify that a bonus role has been won, effects that suggest or notify that a bonus game has been granted, and effects that suggest or notify that a bonus game is in progress may be executed in specific colors. In addition, slot machines may be able to execute a result effect when a bonus game ends. The result effect may end after a certain amount of time has passed, or it may end when a variable game is executed (or when a multiplier is set). In such a slot machine, the reward may be, for example, the granting of a bonus game, or it may be the granting of a specific bonus game from among several types of bonus games. For example, the specific bonus game may be a bonus game that is classified as the type that offers the greatest benefit to the player among several types of bonus games.
[0245] Some slot machines are controllable during Assist Time (so-called AT). Although Assist Time is different from bonus games, it shares the same benefit as bonus games in that players can earn profits. Furthermore, Assist Time can be considered a winning game. The duration of the Assist Time control may be determined by the number of spinning games. In slot machines, if the maximum difference reaches a predetermined value during Assist Time, Assist Time may end, and the machine may be controlled to a state where further play is impossible after the end of Assist Time. Incidentally, navigation effects can be executed during Assist Time. In such slot machines controllable during Assist Time, for example, effects that suggest or notify that the machine is controlled during Assist Time, or effects that suggest or notify that the machine is controlled during Assist Time, may be executed in specific colors. Also, in slot machines that can control Assist Time in predetermined units (sets), for example, effects that suggest or notify that the machine is controlled for another predetermined unit of Assist Time may be executed in specific colors. Furthermore, a slot machine may be able to execute a result animation when the assist time ends. The result animation may end due to the passage of time, or it may end when a variable game is executed (or when a multiplier is set). In such a slot machine, for example, the bonus may be controlled by the assist time, or it may be controlled by a specific assist time among several types of assist times. For example, the specific assist time may be an assist time that is classified as the type that provides the greatest benefit to the player among several types of assist times. In addition, the bonus may be an extension of the period controlled by the assist time (so-called additional bonuses).
[0246] • A slot machine may use a game medium other than tokens. For example, a slot machine may be embodied as a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be stored as data (information). The number of tokens held is also called the number of tokens held. Tokens in a tokenless game machine can be called a virtual medium. The virtual medium corresponds to the game value.
[0247] The period corresponding to the predetermined period may be the entire period during which the special game is being played, or it may be a part of the period during which the special game is being played. That is, the predetermined period may include at least a part of the period during which the variable game is being played. Furthermore, the period corresponding to the predetermined period may include the period before the execution of the special game that is the subject of the specific performance begins, for example, the period before the execution of the special game that is the subject of the specific performance begins. That is, the predetermined period may include the period before the execution of the variable game that is the subject of the specific performance begins. Furthermore, the period corresponding to the predetermined period may include the period after the special game that is the subject of the specific performance has ended, for example, the period after the special game that is the subject of the specific performance has ended. That is, the predetermined period may include the period after the execution of the variable game that is the subject of the specific performance has ended. Note that the period after the special game that is the subject of the specific performance has ended may include a part or all of the interval between variations after the special game has ended, a part or all of the period during which a jackpot game is granted after the special game has ended, or a part or all of the period during which the next special game after the special game that is the subject of the specific performance is played. For example, the specified period may be a portion of the period from when a specified variable game is being played until the next variable game is played. The specified period may be a portion of the periods discussed in this example of modification, or it may be a combination of two or more of the periods discussed in this example of modification.
[0248] The effects that can be performed in the gaming machine 10 are not limited to those described in the above embodiment. Furthermore, the first specific effect that can be performed may be either a hold notification effect or an acquired number effect. The first specific effect that can be performed does not have to be a hold notification effect or an acquired number effect. Furthermore, there may be one or two types of effects that can be performed as the first specific effect, or there may be three or more types. Similarly, the second specific effect that can be performed does not have to be a challenge effect. Furthermore, there may be one or two types of effects that can be performed as the second specific effect, or there may be three or more types. For example, an effect that displays a part of the elements that make up a character (e.g., clothes or hair) in a specific color may be made executable, and this effect may be made executable as the first or second specific effect. Furthermore, an effect that promotes operation in a specific color may be made executable as the second specific effect. The specific performance that can be performed may be any of the following: a performance that displays a character, a performance that displays an effect, a performance that can be performed before the control means is operated, or a performance that can be performed after the control means is operated, or a performance that is none of the above. Furthermore, if the specific performance is performed, the expectation of a bonus may be higher than if the specific performance is not performed. The specific performance referred to here may be the first specific performance, the second specific performance, or both the first and second specific performances.
[0249] When a notification of the completion function activation is issued, information that can identify the model name may be suggested or notified on the display device 25. When a warning of the completion function activation is issued, information that can identify the model name may be suggested or notified on the display device 25. Alternatively, when a notification of the completion function activation is issued, information that can identify the model name may not be suggested or notified on the display device 25. For example, when a notification of the completion function activation is issued, information that can identify the model name may be displayed on the display device 25, while when a notification of the completion function activation is issued, information that can identify the model name may not be displayed on the display device 25. For example, when a warning of the completion function activation is issued, information that can identify the model name may be displayed on the display device 25, while when a notification of the completion function activation is issued, information that can identify the model name may not be displayed on the display device 25. For example, regardless of whether a notification of the completion function activation, a warning of the completion function activation, or a notification of the completion function activation is issued, information that can identify the model name may be displayed (or not displayed) on the display device 25. Furthermore, the information that identifies the model name does not have to be the model name of the gaming machine itself, but may also be information that identifies the content (e.g., characters) that the gaming machine is based on. Incidentally, in the above embodiment and examples of modifications, the information that identifies the model name is exemplified, but it may be changed or added to. For example, the information that identifies the model name may be changed to some or all of the following: information that identifies the manufacturer of the gaming machine, information that identifies the distributor (e.g., brand) of the gaming machine, information that identifies a character unique to the machine, and information that identifies a character unique to the manufacturer (or distributor). For example, when displaying the information that identifies the model name, some or all of the following information may be additionally displayed: information that identifies the manufacturer of the gaming machine, information that identifies the distributor (e.g., brand) of the gaming machine, information that identifies a character unique to the machine, and information that identifies a character unique to the manufacturer (or distributor).
[0250] The manner in which some or all of the complete function activation warning, complete function activation notice, and complete function activation notification are performed may be changed. The performance device that performs the complete function activation warning, complete function activation notice, and complete function activation notification may be changed. For example, the complete function activation notice may be performed by outputting a predetermined sound from speaker 18. For example, the complete function activation warning may be performed by outputting a predetermined sound from speaker 18. For example, the complete function activation notification may be performed by outputting a predetermined sound from speaker 18. The sound output as the complete function activation warning corresponds to the sound related to the complete function activation warning. The sound output as the complete function activation notice corresponds to the sound related to the complete function activation notice. The sound output as the complete function activation notification corresponds to the sound related to the complete function activation notification. For example, the complete function activation warning and the complete function activation notice may be performed in the performance display device 25, as in the above embodiment. In contrast, the completion function activation notification may be performed by the decorative lamp 17, speaker 18, and performance display device 25. If sound related to the completion function activation notification is outputtable, the completion function activation warning can be said to be a performance that can be performed before it is decided that the completion function will be activated, that is, before it is decided that sound related to the completion function activation notification will be outputtable. If sound related to the completion function activation notification is outputtable, the completion function activation notice can be said to be a performance that can be performed after it is decided that the completion function will be activated, that is, after it is decided that sound related to the completion function activation notification will be outputtable. If sound related to the completion function activation notification is outputtable, the completion function activation notification can be said to be a performance that can be performed after it is decided that the completion function will be activated, that is, after it is decided that sound related to the completion function activation notification will be outputtable. The sound related to the completion function activation notification may be stopped after a predetermined time has elapsed, or it may be stopped when other termination conditions are met.Furthermore, some or all of the effects of the complete function activation warning, complete function activation announcement, and complete function activation notification may be omitted. For example, some of the complete function activation warning, complete function activation announcement, and complete function activation notification may be effects related to the activation of the complete function. For example, the complete function activation warning may be used in conjunction with the complete function activation announcement. For example, even if the maximum difference reaches a predetermined value during a jackpot game, the complete function activation warning may continue to be executed.
[0251] The visual effects related to the activation of the complete function (for example, the complete function activation warning) may be executed in a specific color. For example, the activation notification image SH displayed in the complete function activation notification may be executed in a specific color. When configured in this way, the sense of accomplishment from activating the complete function can be enhanced. Here, the complete function activation notification was given as an example, but this may also be applied to the complete function activation warning and the complete function activation preview.
[0252] The complete function activation warning may be updated when the maximum difference information is updated, that is, when the remaining value until the maximum difference reaches a specified value is updated. In this case, the content of the complete function activation warning (for example, the text information included in the activation warning image SK) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by a predetermined unit. Alternatively, the content of the complete function activation warning (for example, the text information included in the activation warning image SK) may be updated each time the remaining value until the maximum difference reaches a specified value is updated by 1. Such a complete function activation warning can be considered as a visual effect that makes recognizable the conditions for the complete function to activate, that is, the conditions for the execution of the complete function activation notification. The activation warning image SK can also be considered as a visual element related to the conditions for the execution of the complete function activation notification. In the configuration described above, the activation warning image SK in the complete function activation warning may not be displayed in a specific color, or it may be displayed in a specific color.
[0253] In the above embodiment, the maximum difference was counted using the addition method, but the maximum difference may also be counted using the subtraction method. For example, the initial value of the maximum difference information may be set to "95000", and the upper limit of the maximum difference information may also be set to "95000". When the main CPU 41 controls the machine to dispense game balls as prize balls, it may subtract the number of dispensed game balls from a value that can be identified from the maximum difference information. Also, when the main CPU 41 receives a detection signal from the out sensor SE7, it may add 1 to a value that can be identified from the maximum difference information and update the maximum difference information. In this case, if the value that can be identified from the maximum difference information before the addition is 95000, the main CPU 41 may not update the maximum difference information. The main CPU 41 may also determine whether the maximum difference has reached a specified value by determining whether the value that can be identified from the maximum difference information has reached 0. In this way, by updating the maximum difference information to count the maximum difference using the subtraction method, it may be possible to determine whether the maximum difference has reached a specified value. In the above case, the value that can be identified from the maximum difference information corresponds to the remaining value until the maximum difference reaches a predetermined value. Furthermore, although the control of the main CPU 41 was illustrated here, the sub-CPU 51 may also count the maximum difference using a subtraction method instead of an addition method. For example, the sub-CPU 51 may perform a starting number determination by determining whether the value that can be identified from the sub-maximum difference information has reached the value obtained by subtracting the starting number from 95000. Note that since the predetermined value in the above embodiment was set to "95000", "95000" was also used in this modified example, but when changing the predetermined value, it is advisable to change the value of "95000" in this modified example accordingly. In addition, while the counting of the maximum difference using the addition method can be applied to slot machines, the counting of the maximum difference using the subtraction method can also be applied to slot machines. It should be noted that, in both the above embodiment and this modified example, counting the maximum difference using the addition method does not mean that the subtraction method is not used, and counting the maximum difference using the subtraction method does not mean that the addition method is not used.Incidentally, when counting the maximum difference using the addition method, the default value "95000" is greater than the starting number. On the other hand, when counting the maximum difference using the subtraction method, the default value "0" is less than the starting number.
[0254] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. The sub-overall control board and the other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.
[0255] Unlike the speaker 18 provided by the gaming machine 10, the above embodiment may allow connection of external sound output means such as earphones or headphones. For example, the above embodiment may allow connection of earphones (or headphones) as an external sound output means. In this case, the earphones (or headphones) may be connected by wire or by wireless connection. By allowing sound to be heard through an external sound output means in this way, the variety of ways to enjoy the gaming machine can be increased, and the entertainment value can be enhanced. For example, the control that enables the external sound output means to output sound may be performed by the sub-CPU 51. In the following description, the external sound output means may sometimes simply be referred to as "earphones," but it is not limited to earphones, and may be headphones, for example.
[0256] When the earphones are connected to the gaming machine 10, some or all of the sounds that can be output from the speaker 18 in the above embodiment and modified examples may be controlled to be output from the earphones. For example, even when the earphones are connected to the gaming machine 10, some sounds may be controlled to be output from the speaker 18. In this case, some sounds may be controlled to be output from the earphones connected to the gaming machine 10, or they may not be output from the earphones connected to the gaming machine 10. These "some sounds" may be, for example, sounds that can be output when a jackpot game is awarded, sounds that can be output when an error occurs (so-called error sounds), sounds related to the complete function, or sounds that can be output when the game is controlled to a state where it cannot proceed. Sounds related to the complete function may be, for example, some or all of the sounds related to the announcement of the activation of the complete function, the sound related to the warning of the activation of the complete function, and the sound related to the notification of the activation of the complete function. Note that when the game is controlled to a state where it cannot proceed, it can be considered as when an error has occurred. When these "certain sounds" are output, control may be made so that a notification is given that makes it possible to identify that "certain sounds" are being output. For example, the "notification" referred to here may be given by one or both of the decorative lamp 17 and the performance display device 25, which are differ...
Claims
[Claim 1] Equipped with a special production unit, The specific effects that can be executed in the aforementioned specific effects unit include a first specific effect and a second specific effect. The first specific performance can be executed in a manner that changes the display state from one in which a first performance element constituting at least a part of the first specific performance is displayed in a color different from a specific color, to one in which a first performance element constituting at least a part of the first specific performance is displayed in a specific color, The second specific performance can be executed in a manner that changes from a hidden state in which at least a part of the second performance element constituting the second specific performance is not displayed to a display state in which at least a part of the second performance element constituting the second specific performance is displayed in a specific color, If, for at least a portion of the predetermined period, the second performance element constituting at least a portion of the second specific performance is displayed in a specific color, then, regardless of whether, for at least a portion of the predetermined period, the first performance element constituting at least a portion of the first specific performance is displayed in a specific color, the benefit shall be granted at the first rate. If, during the predetermined period, the second performance element constituting at least a part of the second specific performance is not displayed, and during at least a part of the predetermined period, the first performance element constituting at least a part of the first specific performance is displayed in a specific color, then the benefit is granted at a second rate lower than the first rate. The change from a hidden state in which at least a part of the second specific performance element is not displayed to a display state in which at least a part of the second specific performance element is displayed in a specific color is easier to recognize than the change from a display state in which at least a part of the first specific performance element is displayed in a color different from the specific color to a display state in which at least a part of the first specific performance element is displayed in the specific color. It is possible to display special images based on the assigned gaming medium. The aforementioned special images include specific special images, It is possible to display a notification image that makes the display conditions for the aforementioned specific special image recognizable, The gaming machine is characterized in that the notification image corresponding to the elements relating to the display conditions of the specific special image is not displayed in a specific color.
Citation Information
Patent Citations
Game machine
JP2019103925A