Game machine
The gaming machine enhances player interest by executing varied performances with time-based notifications and operations, ensuring dynamic and engaging gameplay experiences.
Patent Information
- Application Number
- JP2024177964
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-10
- Publication Date
- 2024-12-19
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack innovative ways to enhance player interest through varied and engaging performance presentations.
A gaming machine capable of executing various performances, including time notification and specific performances, where time information becomes specific as it passes, allowing operation to trigger performance execution even if time information is not yet specific.
Enhances player interest by providing dynamic and interactive performance execution, improving engagement and anticipation.
Smart Images

Figure 2024177566000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among pachinko gaming machines, which are a type of gaming machine, there are some that execute a performance that indicates that some kind of performance will be executed and the timing of the execution. For example, Patent Document 1 discloses a gaming machine that can execute a timer performance that displays the time until some kind of performance is executed according to the execution timing of the performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-17457 A Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, it is desirable to further improve the presentation to increase interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine capable of executing various effects, and is equipped with an effect execution means for executing the effects and an operation means for operating the effects, and the effect execution means is capable of executing a time notification effect that notifies time information regarding the passage of time and a specific effect that is different from the time notification effect, and the time information notified in the time notification effect becomes the specific time information as time passes, and the specific effect is executable when the time information becomes the specific time information, and even if the time information is not the specific time information, it is executable when the operation means is operated during the execution of the time notification effect. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view showing a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing the game board. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4(a) is a schematic diagram showing an example of a presentation aspect of an information display presentation, and FIG. 4(b) is a schematic diagram showing an example of a presentation aspect of an information change presentation. [Diagram 5] FIG. 5 is a schematic diagram showing an example of a presentation mode of a cut-in presentation. [Figure 6] 6(a) to 6(c) are schematic diagrams showing examples of the presentation modes of the pseudo consecutive presentation and the pseudo consecutive notification presentation. [Figure 7] 7(a) to 7(d) are schematic diagrams showing examples of presentation modes of reach encouraging presentations. [Figure 8] 8(a) to 8(c) are schematic diagrams showing an example of a presentation mode of a timer presentation. [Figure 9] 9(a) to 9(c) are schematic diagrams showing an example of a presentation mode of a timer agitation presentation. [Figure 10] FIG. 10 is a flowchart showing the specific operation process. [Figure 11] FIG. 11 is an explanatory diagram showing the types of effect patterns. [Figure 12] FIG. 12 is an explanatory diagram showing the types of specific effects that are executed after the timer effect ends. [Figure 13] 13(a) and 13(b) are timing charts showing an example of the flow of the presentation when a timer presentation is executed. [Figure 14]14(a) and 14(b) are timing charts showing an example of the flow of the presentation when a timer presentation is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a frame 11. The frame 11 includes an installation frame 11a for fixing the pachinko gaming machine 10 to an island facility of an amusement parlor or the like, and a mounting frame 11b for mounting various gaming components. The mounting frame 11b is pivotally supported on one side edge of the opening of the installation frame 11a so as to be openable and closable relative to the installation frame 11a. The pachinko gaming machine 10 includes a locking device 11c for locking the mounting frame 11b so that it cannot be opened. The locking device 11c is configured to be unlocked by inserting a key that fits the locking device 11c and rotating it in a predetermined direction, thereby allowing the mounting frame 11b to be opened.
[0009] The pachinko gaming machine 10 includes a launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 includes a speaker Sp that outputs sound. The speaker Sp can output sound such as music and sound effects to perform various notifications (hereinafter referred to as audio notifications) and various presentations (hereinafter referred to as audio presentations). The pachinko gaming machine 10 includes a decorative lamp La having a light-emitting body (not shown). The decorative lamp La can perform various notifications (hereinafter referred to as light-emitting notifications) and various presentations (hereinafter referred to as light-emitting presentations) by turning on, blinking, and extinguishing the light-emitting body.
[0010] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, into which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB includes an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0011] The pachinko game machine 10 includes an effect button BT1 and a specific button BT2 as an example of an operable operation means. In this embodiment, the effect button BT1 and the specific button BT2 are button-type means configured to be capable of being pressed. The effect button BT1 and the specific button BT2 are not limited to being button-type, and may be of a touch sensor type, or may be configured to cause a specific display device to function as a touch panel type means.
[0012] As shown in FIG. 2, the pachinko gaming machine 10 includes a performance display device 12 as a display means capable of displaying an image. The performance display device 12 has an image display unit GH. The performance display device 12 is attached to the game board YB so that the image display unit GH is visible through an opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The performance display device 12 can execute various notifications (hereinafter referred to as display notifications) and various performances (hereinafter referred to as display performances) by displaying various images. In this embodiment, the performance display device 12 corresponds to a performance execution means that executes a performance.
[0013] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided on the game board YB at a position visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol change game in which a predetermined symbol is changed and displayed as an example of a change game in which a symbol is changed, and the first special symbol is finally displayed as a fixed stop. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol change game in which a predetermined symbol is changed and displayed as an example of a change game in which a symbol is changed, and the second special symbol is finally displayed as a fixed stop. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery, which will be described later.
[0014] In the following description, the special winning lottery for the first special symbol is abbreviated to "first special winning lottery," and the special winning lottery for the second special symbol is abbreviated to "second special winning lottery." The first special symbol changing game is abbreviated to "first special game," and the second special symbol changing game is abbreviated to "second special game." The first special game and the second special game are collectively referred to as "special games." In this specification, "changing display" means a state in which the type of the displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively displayed and the type of the displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.
[0015] The special symbols that can be derived in the first special symbol display section 13a and the second special symbol display section 13b include a jackpot symbol as a jackpot result and a miss symbol as a miss result. As an example, the special symbols may include a winning symbol different from the jackpot symbol. The winning symbol different from the jackpot symbol may include a small winning symbol as a small winning result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a jackpot is won in the special winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is generated after the special game ends. The jackpot game will be described in detail later. On the other hand, if a jackpot is not won in the special winning lottery, a miss symbol is derived in the special game. That is, in the first special symbol display section 13a and the second special symbol display section 13b of this embodiment, a special game can be executed in which the special symbols are changed and stopped based on the result of the special winning lottery.
[0016] The information display device 13 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of first special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of first special games on hold is indicated as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of second special games on hold is indicated as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "4".
[0017] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is generated after the normal game ends.
[0018] The information display device 13 includes a regular hold display section 13f. The regular hold display section 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of regular games on hold is referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that each display section in the information display device 13 does not need to be provided on one display device, and may be provided on different parts. The information display device 13 may also include a round display section that notifies the upper limit number of rounds of play, which will be described later.
[0019] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, and a big winning hole 17. The plurality of winning holes may include a winning hole different from these winning holes.
[0020] The first start winning opening 14 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects a game ball that has entered the first start winning opening 14 (see FIG. 3). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the reservation conditions for the first special game can be established and the payout conditions for a predetermined number of prize balls are also established.
[0021] The second start winning opening 15 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the second special game. As an example, the second start winning opening 15 is located at the lower right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that enters the second start winning opening 15 (see FIG. 3). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the reservation conditions for the second special game may be established and the payout conditions for a predetermined number of prize balls are established.
[0022] The pachinko game machine 10 is provided with a normal movable piece 16 that can be in a first operating state in which the game ball cannot enter the second start winning hole 15, and a second operating state in which the game ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state, and operates to the second operating state when a normal winning game is generated. In other words, when a normal winning game is generated, the second start winning hole 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 3).
[0023] The large prize opening 17 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the large prize opening 17 is located at the lower right of the performance display device 12 and above the upper right of the second start prize opening 15. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 17 (see FIG. 3). Specifically, in this embodiment, when a game ball is detected by the count sensor SE3, the conditions for paying out a predetermined number of prize balls are established.
[0024] The pachinko game machine 10 is provided with a special opening / closing piece 18 that can be in an open state in which the large prize winning opening 17 is opened so that the game ball can enter, and in a closed state in which the large prize winning opening 17 is closed so that the game ball cannot enter. For example, the special opening / closing piece 18 may be a door-like member that opens and closes the large prize winning opening 17. The special opening / closing piece 18 is always in a closed state, and operates to an open state when a special winning game is generated. That is, when a special winning game is generated, the large prize winning opening 17 is opened so that the game ball can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the special opening / closing piece 18 (see FIG. 3). In this embodiment, in a big winning game, the large prize winning opening 17 is opened, and the game ball that entered the large prize winning opening 17 is detected by the count sensor SE3, and the condition for awarding the prize ball is established. That is, in this embodiment, in a jackpot game, it is possible to obtain game balls as prize balls.
[0025] The game board YB has a gate 25. As an example, the gate 25 is located above the big prize opening 17. The gate 25 is always open so that game balls can enter (pass through). The pachinko game machine 10 has a gate sensor SE4 that detects game balls that have entered the gate 25 (see FIG. 3). The gate 25 is an entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 25, the conditions for awarding prize balls are not established.
[0026] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment includes a non-time-shortening state and a time-shortening state as a plurality of game states with different degrees of advantage for the player. In this embodiment, the non-time-shortening state and the time-shortening state are game states in which the average fluctuation time of the special game is different. Specifically, the time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortening state. Also, in this embodiment, the non-time-shortening state and the time-shortening state are game states in which the probability of the game ball entering the second start winning hole 15 is different. Specifically, the time-shortening state of this embodiment is a state in which the probability of the game ball entering the second start winning hole 15 is higher than that of the non-time-shortening state. In other words, in this embodiment, the time-shortening state is a ball-entry rate improvement state in which the ball-entry rate of the game ball into the second start winning hole 15 is improved compared to the non-time-shortening state.
[0027] For example, the ball entry rate of the game balls into the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal win game. The operation time extension control may be at least one of a control that increases the number of times the normal movable piece 16 operates in the second operation state in one normal win game, and a control that lengthens the operation time of one operation when the normal movable piece 16 operates in the second operation state in a normal win game.
[0028] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0029] In the jackpot game, first, a performance is performed for a predetermined time (hereinafter, referred to as the opening time). For example, the performance performed during the opening time is an opening performance that can specify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the jackpot winning hole 17 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the hole or when a predetermined upper limit time has elapsed. In the round game, the jackpot winning hole 17 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the performance performed during the ending time is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the ending time elapse.
[0030] In the pachinko game machine 10 of this embodiment, after the end of a jackpot game, the machine is controlled to a time-saving state until the special game is completed a predetermined number of times (100 times in this embodiment) or until the next jackpot game is awarded.
[0031] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are changed and displayed in multiple rows, as an example of a change game in which the patterns are changed, and a final combination of performance patterns is derived. In the following description, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is executed by changing (scrolling) the first, second, and third pattern rows in a predetermined direction.
[0032] The effect game starts with the start of the special game and ends with the end of the special game. In the effect game, a reach effect may be executed. The reach effect is an effect executed in a state where the same effect symbol is temporarily displayed in a stopped state (hereinafter, referred to as a temporary stop display) in a plurality of specific symbol rows, and the effect symbol is continuously displayed in a variable manner in other symbol rows. In this embodiment, the specific symbol rows are the first and third rows.
[0033] Specifically, in the effect game, the effect symbols are temporarily displayed in each of the first to third symbol rows, and then the effect symbols temporarily displayed in each symbol row are displayed in a fixed state, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. Specifically, when a big win symbol (big win result) is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. Also, when a losing symbol (losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. In this way, in this embodiment, the effect display device 12 can display effect symbols that suggest the result of the variable game. In the following description, the special game and the effect game may be collectively referred to as a "variable game".
[0034] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.
[0035] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.
[0036] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information capable of identifying the content of the variation game. In particular, in this embodiment, the variation pattern is information capable of identifying the variation time from the start to the end of the special game. The variation pattern may be information capable of identifying the content of the performance performed during the execution of the special game. For example, the variation patterns in this embodiment include a variation pattern for a big win and a variation pattern for a loss. In addition, in this embodiment, the variation pattern for a loss includes a variation pattern for a loss reach that can identify the performance content including the reach performance as the performance content during the execution of the special game, and a variation pattern for a normal loss that can identify the performance content not including the reach performance.
[0037] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers through random number generation processing by the main control CPU 41a. The main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.
[0038] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 41a is configured to be able to input the detection signal output when each sensor detects a game ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display contents of the information display device 13.
[0039] The main control CPU 41a is connected to the first solenoid SL1 and the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the special opening / closing piece 18 by controlling the second solenoid SL2.
[0040] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a program for sub-control to perform various processes related to the presentation. The sub-control ROM 50b stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 50b stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and audio presentation data used for audio presentation.
[0041] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.
[0042] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display contents of the performance display device 12. The sub-control CPU 50a is connected to a speaker Sp. The sub-control CPU 50a is configured to be able to control the output mode of the speaker Sp. The sub-control CPU 50a is connected to a decorative lamp La. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp La. In this embodiment, the sub-control CPU 50a is capable of controlling the execution of various performances by controlling the performance display device 12, the speaker Sp, and the decorative lamp La. That is, in this embodiment, the sub-control CPU 50a corresponds to a performance control means that performs control related to the performance.
[0043] The sub-control CPU50a is connected to the performance button BT1. Specifically, the sub-control CPU50a is configured to be able to input an operation signal that is output when the performance button BT1 is operated. This allows the sub-control CPU50a to detect that the performance button BT1 has been operated. The sub-control CPU50a is connected to the specific button BT2. Specifically, the sub-control CPU50a is configured to be able to input an operation signal that is output when the specific button BT2 is operated. This allows the sub-control CPU50a to detect that the specific button BT2 has been operated.
[0044] Next, various types of processing (control) executed in the pachinko gaming machine 10 will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU41a judges whether a game ball has entered the first start winning hole 14. At this time, the main control CPU41a judges that a game ball has entered the first start winning hole 14 by inputting a detection signal from the first start winning sensor SE1. When a game ball has entered the first start winning hole 14, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the first special reserved number stored in the main control RAM41c to update it. At this time, the main control CPU41a controls the information display device 13 to display the updated first special reserved number. Thus, in this embodiment, when the first special reserved number is less than the upper limit number, a game ball enters the first start winning port 14, and the entered game ball is detected by the first start winning sensor SE1, thereby establishing the reservation condition for the first special game. At this time, the main control CPU41a generates a first reserved number command capable of identifying the first special reserved number stored in the main control RAM41c, and sets it in the output buffer. In this embodiment, the command set in the output buffer is output to the sub-control CPU50a in a predetermined output process.
[0045] Next, the main control CPU41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM41c. For example, the random numbers are winning random numbers, big winning symbol random numbers, and variation pattern random numbers. At this time, the main control CPU41a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. In this embodiment, by storing the random number information for the first special game in the main control RAM41c, the execution of the first special game can be suspended until the start condition of the first special game is satisfied. That is, in this embodiment, the main control CPU41a stores the random number information for the first special game in the main control RAM41c, and the execution of the first special game can be suspended when the suspension condition of the first special game is satisfied.
[0046] Also, when a game ball has not entered the first start winning hole 14 and when the first special reserved number is not less than the upper limit number, the main control CPU41a judges whether a game ball has entered the second start winning hole 15. At this time, the main control CPU41a judges that a game ball has entered the second start winning hole 15 by inputting a detection signal from the second start winning sensor SE2. When a game ball has not entered the second start winning hole 15, the main control CPU41a ends the special symbol input process. On the other hand, when a game ball has entered the second start winning hole 15, the main control CPU41a judges whether the second special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU41a ends the special symbol input process. On the other hand, if the second special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the second special reserved number stored in the main control RAM41c to update it. At this time, the main control CPU41a controls the information display device 13 to display the updated second special reserved number. Thus, in this embodiment, if the second special reserved number is less than the upper limit number, a game ball enters the second start winning hole 15, and the entered game ball is detected by the second start winning sensor SE2, thereby establishing the reservation condition for the second special game. Also, at this time, the main control CPU41a generates a second reserved number command capable of identifying the second special reserved number stored in the main control RAM41c, and sets it in the output buffer.
[0047] Next, the main control CPU41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. At this time, the main control CPU41a stores the random number information so that it is possible to identify that it is random number information for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM41c, the execution of the second special game can be suspended until the start condition of the second special game is satisfied. That is, in this embodiment, the main control CPU41a stores the random number information for the second special game in the main control RAM41c, and the execution of the second special game can be suspended when the suspension condition of the second special game is satisfied. After that, the main control CPU41a ends the special symbol input process.
[0048] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41a judges whether the start condition of the special game is satisfied. The main control CPU41a judges positively when neither a jackpot game nor a special game is being played, and judges negatively when a jackpot game or a special game is being played. When the start condition of the special game is not satisfied, the main control CPU41a ends the special symbol start process. When the start condition of the special game is satisfied, the main control CPU41a judges whether the second special reserved number is greater than zero. When the second special reserved number is zero, the main control CPU41a judges whether the first special reserved number is greater than zero. When the first special reserved number is zero, the main control CPU41a ends the special symbol start process.
[0049] If the first special reserved number is greater than zero, the main control CPU41a executes a process to execute a first special game. Specifically, the main control CPU41a updates the first special reserved number by subtracting 1. The main control CPU41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. At this time, the main control CPU41a also generates a first reserved number command that can identify the first special reserved number stored in the main control RAM41c, and sets it in the output buffer.
[0050] Next, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the first special game. Next, the main control CPU41a performs a special winning lottery (winning judgment) to determine whether or not a winning prize is awarded using a winning random number specified from the acquired random number information. As described above, all winning prizes in this embodiment are jackpots. Therefore, in this embodiment, the special winning lottery can be understood as a jackpot lottery to determine whether or not a winning prize is awarded.
[0051] When a jackpot is won, the main control CPU41a performs a jackpot variation process. In the jackpot variation process, the main control CPU41a performs a lottery for a jackpot pattern using a jackpot pattern random number that can be specified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main control CPU41a also performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines the jackpot variation pattern. After that, the main control CPU41a ends the special pattern start process.
[0052] If the jackpot is not won, the main control CPU41a performs a loss variation process. In the loss variation process, the main control CPU41a determines a loss symbol to be derived in the first special game. In addition, the main control CPU41a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines the loss variation pattern. After that, the main control CPU41a ends the special symbol start process.
[0053] If the second special reserved number is greater than zero, the main control CPU41a performs processing to execute the second special game. The processing to execute the second special game is the processing to execute the first special game, with the "first special game" replaced with the "second special game" and the "first special reserved number" replaced with the "second special reserved number", so detailed explanations are omitted. In other words, the main control CPU41a subtracts the second special reserved number, generates a second reserved number command, draws a special winning lottery, and performs any of the variable processing based on the result of the special winning lottery, and then ends the special symbol start processing.
[0054] The main control CPU41a outputs a variation start command and a special symbol command to the sub-control CPU50a in the jackpot variation process and the loss variation process. The variation start command is a control command capable of identifying the variation pattern determined in each variation process and the start of a special game (performance game). The special symbol command is a control command capable of identifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0055] When the special symbol start process is completed, the main control CPU 41a executes the first special game or the second special game by a process separate from the special symbol start process. That is, in the pachinko gaming machine 10 of the present embodiment, the main control CPU 41a executes the following process when the start condition of the special game is met, thereby starting the pending special game.
[0056] Specifically, when the main control CPU41a executes the first special game, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main control CPU41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41a controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the main control CPU41a outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the special game (presentation game) to the sub-control CPU50a.
[0057] On the other hand, when the main control CPU41a executes the second special game, it controls the second special symbol display section 13b to start the variable display of a predetermined symbol. The main control CPU41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41a controls the second special symbol display section 13b to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the main control CPU41a outputs a variable end command to the sub control CPU50a.
[0058] By the above-described process, in the pachinko gaming machine 10 of this embodiment, a pending variable game can be started when a starting condition is met. Next, the big win game processing will be explained.
[0059] The jackpot game process is a process for generating a jackpot game. When the main control CPU41a causes a jackpot symbol to be derived in a special game, the main control CPU41a executes the jackpot game process after the end of the jackpot special game. The main control CPU41a specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main control CPU41a generates the specified type of jackpot game.
[0060] First, the main control CPU41a outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-control CPU50a. When the opening time has elapsed, the main control CPU41a performs processing for executing a round game. That is, the main control CPU41a controls the second solenoid SL2 using the specified opening control data for the big win game to open the big win opening 17. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main control CPU41a controls the second solenoid SL2 to close the big win opening 17, thereby ending the round game. The main control CPU41a repeats such processing for executing a round game until the upper limit number of round games set for the big win game is ended. The main control CPU41a outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of a round game to the sub-control CPU50a every time a round game is started. When the final round of play ends, the main control CPU41a outputs a control command (hereinafter, referred to as an ending command) capable of identifying the start of the ending time to the sub-control CPU50a. When the ending time has elapsed, the main control CPU41a ends the big win game. The main control CPU41a may be configured to output a control command (hereinafter, referred to as an ending end command) capable of identifying the elapse of the ending time to the sub-control CPU50a.
[0061] In addition, the main control CPU41a controls the count sensor SE3 to start its effective period when the round game is started. Then, the main control CPU41a performs control to pay out game balls as prize balls when the count sensor SE3 detects game balls during the effective period of the count sensor SE3. In addition, the main control CPU41a outputs a prize ball command capable of specifying the number of prize balls to be paid out to the sub-control CPU50a when the count sensor SE3 detects game balls. In this embodiment, the main control CPU41a controls the count sensor SE3 to end its effective period when a predetermined time has elapsed since the end of the round game.
[0062] Next, the process of transitioning the gaming state will be described. The main control CPU41a controls the time-shortening state by setting the operation flag stored in the main control RAM41c to the ON state upon the end of the jackpot game. After that, the main control CPU41a counts the number of times the special game is executed after the end of the jackpot game by updating the value of the execution counter stored in the main control RAM41c every time the special game is executed after the end of the jackpot game. As an example, the main control CPU41a may update the value of the execution counter every time the special game is started, or may update the value of the execution counter every time the special game is ended. Then, when the special game in which the number of times the special game is executed after the end of the jackpot game reaches the number of times of operation is ended, the main control CPU41a ends the time-shortening state by setting the operation flag stored in the main control RAM41c to the OFF state, thereby controlling the time-shortening state to the non-time-shortening state. That is, the main control CPU41a ends the time-shortening state and controls the time-shortening state to the non-time-shortening state when the special game that has been executed the number of times of operation is ended after the end of the jackpot game. In addition, the main control CPU41a sets the operation flag to the OFF state upon the start of the big win game, thereby controlling the game to the non-time-shortening state. That is, the main control CPU41a controls the game to the non-time-shortening state during the big win game.
[0063] When the main control CPU 41a transitions the game state, the main control CPU 41a generates a game state command capable of identifying the current game state and outputs the game state command to the sub-control CPU 50a. In addition to the above-mentioned processes, the main control CPU 41a also performs the following processes. For example, the main control CPU 41a performs processes related to normal symbols. In the processes related to normal symbols, the main control CPU 41a performs processes such as inputting a detection signal from the gate sensor SE4, executing a normal lottery to determine whether or not a normal win has been achieved, and starting a normal symbol variation game.
[0064] Next, a description will be given of various processes executed by the sub-control CPU 50a of the sub-control board 50 based on the sub-control program. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in response to the control signal.
[0065] When the sub-control CPU50a receives a game state command from the main control CPU41a that can identify a time-shortened state, the sub-control CPU50a sets the sub-operation flag in the sub-control RAM50c to the ON state. Also, when the sub-control CPU50a receives a game state command from the main control CPU41a that can identify a normal state, the sub-control CPU50a sets the sub-operation flag in the sub-control RAM50c to the OFF state. This allows the sub-control CPU50a to identify the current game state.
[0066] Next, the effect symbol variation process for executing the effect game will be described. In the effect symbol variation process, when the sub-control CPU 50a inputs a special symbol command, it determines the combination of effect symbols to be derived in the effect game based on the special symbol specified from the special symbol command. When the sub-control CPU 50a specifies a jackpot symbol of the special symbol, it determines the symbol combination of the jackpot by the effect symbol. When the sub-control CPU 50a specifies a losing symbol of the special symbol, it determines the combination of effect symbols to be derived in the effect game based on the variation pattern specified from the variation start command.
[0067] For example, when the sub-control CPU 50a identifies a jackpot symbol, it determines a symbol combination for a jackpot based on the performance symbols. When the sub-control CPU 50a identifies a loss symbol and specifies a variation pattern for a loss reach, it determines a symbol combination for a loss reach based on the performance symbols. On the other hand, when the sub-control CPU 50a identifies a loss symbol and specifies a variation pattern for a normal loss, it determines a symbol combination for a normal loss based on the performance symbols.
[0068] Furthermore, when the sub-control CPU 50a inputs a fluctuation start command, it determines the effects to be executed during the execution of the special game based on the fluctuation pattern specified from the input fluctuation start command. In this embodiment, the determination ratio of the effects to be executed during the execution of the special game varies depending on the fluctuation pattern specified from the fluctuation start command. Then, the sub-control CPU 50a controls the effect display device 12, the speaker Sp, the decorative lamp La, etc. to execute the determined effect. In the following description, the effect display device 12, the speaker Sp, and the decorative lamp La may be collectively referred to as the "effect device group."
[0069] After that, the sub-control CPU 50a ends the presentation game in response to the input of the variation end command, and controls the presentation display device 12 to derive a combination of presentation symbols. The sub-control CPU 50a may start measuring the variation time in response to the input of the variation start command, and may end the presentation game in response to the passage of the variation time set for the variation pattern identified from the variation start command. In other words, the end of the presentation game may be controlled without outputting the variation end command from the main control board 40.
[0070] Next, the control regarding the big win game will be explained. When the sub-control CPU 50a inputs an opening command, it controls the group of performance devices to execute an opening performance among the performances during a big win game. When the sub-control CPU 50a inputs a round command, it controls the group of performance devices to execute a round performance among the performances during a big win game. When the sub-control CPU 50a inputs an ending command, it controls the group of performance devices to execute an ending performance among the performances during a big win game.
[0071] Next, the effects that can be executed in the pachinko gaming machine 10 of this embodiment will be described. In this embodiment, the executable effects include reach effects. The reach effects in this embodiment are effects that suggest the expectation that the variable game being executed will be a jackpot (hereinafter, jackpot expectation). Specifically, the reach effects in this embodiment include normal reach effects and super reach effects. In this embodiment, the super reach effects are effects that suggest a higher expectation of a jackpot than the normal reach effects.
[0072] As shown in Fig. 4(a), the effects that can be executed in this embodiment include an information display effect that displays game information indicating a pending special game and an active special game. As shown in Fig. 4(a), in the information display effect of this embodiment, for example, game information G0 indicating the active special game is displayed in the active display area HR0 for the active special game, and game information G1 to G4 in the same number as the number of pending special games is displayed in the pending display area HR1 for the pending special games.
[0073] In the information display effect, game information corresponding to the reserved special game is displayed in order from the left in the reserved display area HR1 of the effect display device 12. For example, in the information display effect, game information G1 corresponding to the first reserved special game is displayed on the leftmost side in the reserved display area HR1, and game information G2 corresponding to the second reserved special game is displayed second from the left in the reserved display area HR1. In the information display effect, game information G3 corresponding to the third reserved special game is displayed third from the left in the reserved display area HR1, and game information G4 corresponding to the fourth reserved special game is displayed fourth from the left in the reserved display area HR1.
[0074] In this embodiment, the game information G1 to G4 corresponds to the reserved information indicating the reserved special game. Therefore, in this embodiment, the reserved display area HR1 of the effect display device 12 corresponds to the reserved display means for displaying the reserved information.
[0075] In the information display presentation of this embodiment, when the current game state is a non-time-saving state, game information indicating a first special game is displayed in each display area HR0, HR1, whereas when the current game state is a time-saving state, game information indicating a second special game is displayed in each display area HR0, HR1.
[0076] As shown in FIG. 4(b), the effects that can be executed in this embodiment include an information change effect that suggests the contents of the special game by changing the display mode of the game information. The information change effect in this embodiment is an effect that displays game information indicating the first special game being executed in a predetermined display mode, and in particular, is an effect that changes the color or shape of the game information compared to the game information when the information change effect is not being executed. In other words, the information change effect in this embodiment is an effect that notifies the contents of one first special game by targeting the first special game.
[0077] The information change effect of this embodiment is an effect that can be executed for the game information indicating the first special game during the non-time-saving state. That is, the information change effect of this embodiment is not executed during the time-saving state, and is not executed for the game information indicating the second special game.
[0078] As shown in Fig. 5, the effects that can be executed in this embodiment include a cut-in effect that suggests the contents of a special game by displaying a predetermined image in a cut-in manner during the execution of a variable game. The cut-in effect of this embodiment is executed in a manner in which a cut-in image G11 is displayed on the effect display device 12.
[0079] As shown in Fig. 6, the effects that can be executed in this embodiment include a pseudo consecutive effect that executes a variation cycle with variation of the performance symbols multiple times during the execution of one variation game. In other words, the pseudo consecutive effect is an effect that makes it look as if multiple variation games are being executed consecutively during the execution of one variation game.
[0080] In the pseudo consecutive performance, a change cycle is executed multiple times, with one cycle being from when the change display of the performance symbols starts until all the performance symbols in the rows are temporarily stopped. Note that the change cycle does not have to be from when the change display of the performance symbols starts until all the performance symbols in the rows are temporarily stopped. For example, the change cycle may be from when the change display of the performance symbols starts until the performance symbols in some rows are temporarily stopped, or may be from when the change display of the performance symbols starts until a specified image is displayed. In other words, in the pseudo consecutive performance, it is sufficient that the change cycle can be recognized, and which period is regarded as one change cycle can be changed appropriately.
[0081] In addition, among the effects that can be executed in this embodiment, there is a pseudo consecutive notification effect that notifies that a pseudo consecutive effect will be executed. The pseudo consecutive notification effect is an effect that notifies that the next fluctuation cycle will be executed after the currently executed fluctuation cycle. As an example, the pseudo consecutive notification effect is executed in a mode in which the effect patterns of all columns are temporarily stopped and displayed in a specific combination in the effect display device 12. In this embodiment, the specific combination is, for example, a combination of effect patterns in which a continuation notification pattern Z1 that notifies that the next fluctuation cycle will be executed in the second column is temporarily stopped and displayed. Note that, in this embodiment, the continuation notification pattern Z1 is an effect pattern that is not displayed if the next fluctuation cycle is not executed.
[0082] That is, in this embodiment, when the pseudo consecutive performance and pseudo consecutive notification performance are executed, after the display of the varying performance patterns starts (Fig. 6(a)), the performance patterns of all the rows are temporarily stopped and displayed in a specific combination (Fig. 6(b)), and then the display of the varying performance patterns of all the rows starts again (Fig. 6(c)). For this reason, for example, if the number of variation cycles executed in the pseudo consecutive performance is two, the performance display device 12 temporarily stops and displays the performance patterns of all the rows in a specific combination in the first variation cycle, and then starts the display of the varying performance patterns of all the rows again, thereby starting a second variation cycle. Then, the performance display device 12 temporarily stops and displays the performance patterns of all the rows in the second variation cycle, and then displays the combination of the performance patterns that were temporarily stopped and displayed as a fixed stop.
[0083] In this embodiment, the pseudo consecutive notification effect is an effect that is executed at the timing when the variation cycle is switched when multiple variation cycles are executed during one variation game by the pseudo consecutive effect. That is, in this embodiment, the pseudo consecutive notification effect is an effect that is executed in accordance with the execution timing of other effects.
[0084] As shown in Fig. 7, among the effects that can be executed in this embodiment, there is a reach prompting effect that suggests that a super reach effect will be executed. The reach prompting effect of this embodiment is executed in a manner in which the effect display device 12 starts to display a variable display of the effect symbols (Fig. 7(a)), and after the effect symbols of a specific symbol row are temporarily displayed as a reach symbol combination (Fig. 7(b)), a reach prompting image G21 is displayed (Fig. 7(c)). Then, when the reach prompting effect ends, the effect display device 12 starts a super reach effect (Fig. 7(d)).
[0085] In this embodiment, the reach prompting effect is an effect that is executed before the start of the super reach effect. That is, in this embodiment, the reach prompting effect is an effect that is executed in accordance with the execution timing of the other effects.
[0086] As shown in Fig. 8, among the effects that can be executed in this embodiment, there is a timer effect that notifies the remaining time until a predetermined effect is executed. The timer effect in this embodiment is an effect in which, during the execution of one effect game, a timer TM that indicates the remaining time until a predetermined effect is executed is displayed on the effect display device 12, and the remaining time indicated on the timer TM is subtracted as time passes.
[0087] As shown in FIG. 8(a), in this embodiment, the timer TM is displayed in the format of "X:YY.ZZ". X, Y, and Z are all positive integers, with X indicating the unit of minutes of the remaining time until the specified performance is executed, and Y indicating the unit of seconds of the remaining time until the specified performance is executed. In other words, the "X" part of the timer TM is information that roughly indicates the remaining time, so to speak, as a guide, and the "YY" part is information that indicates the remaining time in detail. In addition, although Z apparently indicates a time of less than one second, in this embodiment, it is a display of entertainment that is unrelated to the remaining time until the specified performance is executed. Therefore, in this embodiment, the "X:YY" part of the timer TM is subtracted as time passes to indicate the remaining time until the specified performance is executed, and the ".ZZ" part is changed randomly as time passes. In this embodiment, the ".ZZ" part is displayed smaller than the "X:YY" part. In this embodiment, the time displayed on the timer TM corresponds to time information regarding the passage of time, and the timer effect corresponds to a time notification effect that notifies the user of the time information regarding the passage of time.
[0088] As shown in FIG. 8(b), the timer TM in the timer performance displays "0:00.00" at the timing when the specified performance is to be executed. At this time, in the timer performance, a specified effect image G31 is displayed, suggesting that the timing to execute the specified performance has arrived. Thereafter, in this embodiment, the timer performance ends and the specified performance is executed. In this embodiment, the timer TM displaying "0:00.00" corresponds to specific time information. That is, in this embodiment, the display of the timer TM becomes specific time information as time passes. In this embodiment, when the display of the timer TM becomes specific time information, the specified performance can be executed.
[0089] As shown in FIG. 8(c), the timer performance of this embodiment also ends when a specific operation is performed with the specific button BT2. Specifically, in this embodiment, when a specific operation is performed with the specific button BT2 while the timer performance is being executed, the timer TM displays the character string "Attention!!" and the effect image G31. After that, in this embodiment, the timer performance ends and a predetermined performance is executed. That is, in this embodiment, even if the timer TM does not display the specific time information, the predetermined performance can be executed when a specific operation is performed with the specific button BT2 while the timer performance is being executed.
[0090] As shown in Fig. 9, among the effects that can be executed in this embodiment, a timer prompting effect that prompts whether or not a timer effect will be executed can be executed. The timer prompting effect of this embodiment is executed in a manner that attempts to form a timer TM in the effect display device 12, and is a pre-time announcement effect that suggests or notifies that the timer effect will be executed before the timer effect starts.
[0091] As shown in FIG. 9(a), in the timer promotion performance, a first timer promotion image TM1 and a second timer promotion image TM2 are displayed on the performance display device 12. In this embodiment, the first timer promotion image TM1 and the second timer promotion image TM2 are both images in which the timer TM is made semi-transparent. There are multiple types of performance contents for the timer promotion performance. Specifically, the performance contents for the timer promotion performance include a success content that suggests that the timer performance will be executed, and a failure content that suggests that the timer performance will not be executed. The success content is a performance content in which the first timer promotion image TM1 and the second timer promotion image TM2 are displayed to move within the display area of the performance display device 12, and then the timer TM is formed (FIG. 9(b)). The failure content is a performance content in which the first timer promotion image TM1 and the second timer promotion image TM2 are displayed to move within the display area of the performance display device 12, and then the timer TM is not formed and the first timer promotion image TM1 and the second timer promotion image TM2 are hidden (FIG. 9(c)). In this embodiment, when the timer fanning effect is executed with a successful content, the timer effect is executed after the timer fanning effect ends. On the other hand, when the timer fanning effect is executed with a failed content, the timer effect is not executed after the timer fanning effect ends. In this embodiment, among the performance contents of the timer fanning effect, the successful content corresponds to the first special performance content, and the failed content corresponds to the second special performance content.
[0092] Next, various types of control performed by the sub-control CPU 50a regarding performance will be described. When the sub-control CPU 50a inputs a fluctuation start command, it executes a predetermined effect pattern lottery to determine an effect pattern that defines the effect to be executed during the execution of the fluctuation game. At this time, the sub-control CPU 50a determines the effect pattern with different determination ratios based on the fluctuation pattern that can be specified from the input fluctuation start command.
[0093] As shown in Fig. 11, the presentation pattern of this embodiment defines the type of presentation to be executed during the execution of the variable game, the content of each presentation, and the timing of execution of each presentation. Also, the presentation pattern of this embodiment defines a presentation to be executed when the time displayed on the timer TM in the timer presentation reaches "0:00.00". In the following description, the presentation to be executed when the time displayed on the timer TM in the timer presentation reaches "0:00.00" is referred to as the "target presentation of the timer presentation."
[0094] In this embodiment, the information change effect, the cut-in effect, the pseudo consecutive notification effect, and the reach prompting effect can be determined as target effects of the timer effect. That is, in this embodiment, the information change effect, the cut-in effect, the pseudo consecutive notification effect, and the reach prompting effect are effects different from the timer effect, and correspond to specific effects that can be executed when the display of the timer TM in the timer effect becomes specific time information. That is, in this embodiment, each of the information change effect, the cut-in effect, the pseudo consecutive notification effect, and the reach prompting effect can also be understood as the performance contents of the specific effects. And, in this embodiment, the sub-control CPU 50a can control to determine the performance pattern, before the start of the timer effect, to determine the performance to be executed when the time displayed on the timer TM in the timer effect becomes "0:00.00". That is, in this embodiment, the sub-control CPU 50a can control to determine the performance pattern, before the start of the timer effect, to determine the planned performance contents as the performance contents of the specific effect when the specific effect is executed when the display of the timer TM in the timer effect becomes specific time information. In this embodiment, the performance determined as the target performance of the timer performance corresponds to the scheduled performance content.
[0095] In addition, in the presentation pattern of this embodiment, if both the timer presentation and the timer agitation presentation are set as presentations to be executed during the execution of the variable game, the presentation content of the timer agitation presentation is a success content. In the presentation pattern of this embodiment, if the timer agitation presentation is set as a presentation to be executed during the execution of the variable game but the timer presentation is not set, the presentation content of the timer agitation presentation is a failure content.
[0096] As an example, in the presentation pattern EP5, an information change presentation, a cut-in presentation, and a timer arousal presentation are defined as presentations to be executed during the execution of the variable game. In addition, in the presentation pattern EP5, a timer presentation is not defined as a presentation to be executed during the execution of the variable game, so the presentation content of the timer arousal presentation is a failure content. In addition, in the presentation pattern EP11, an information change presentation, a reach arousal presentation, a timer presentation, and a timer arousal presentation are defined as presentations to be executed during the execution of the variable game. In addition, in the presentation pattern EP11, a reach arousal presentation is defined as a target presentation of the timer presentation. That is, in the presentation pattern EP11, the reach arousal presentation corresponds to the planned presentation content as the presentation content of the specific presentation that is executed when the display of the timer TM becomes the specific time information in the timer presentation. In addition, in the presentation pattern EP11, a timer presentation is defined as a presentation to be executed during the execution of the variable game, so the presentation content of the timer arousal presentation is a success content.
[0097] The sub-control CPU 50a controls the group of performance devices so as to execute various performances defined in the performance patterns at execution timings defined in the performance patterns. Next, the control for executing the timer effect will be described in detail.
[0098] When executing a timer effect, the sub-control CPU50a controls the effect display device 12 to display a timer TM with the initial display time being the time from when the timer effect starts until the effect determined as the target effect of the timer effect starts. The sub-control CPU50a then controls the display of the timer TM to be updated as time passes. At this time, the sub-control CPU50a updates the "X:YY" portion of the "X:YY.ZZ" display on the timer TM according to the time remaining until the effect determined as the target effect of the timer effect starts. The sub-control CPU50a also updates the ".ZZ" portion of the "X:YY.ZZ" display on the timer TM in a predetermined manner regardless of the time remaining until the effect determined as the target effect of the timer effect starts.
[0099] If no specific operation is performed using the specific button BT2 during execution of the timer performance, the sub-control CPU 50a controls the performance display device 12 to display the timer TM as "0:00.00" and to display the effect image G31 when the execution timing of the target performance of the timer performance arrives. After that, the sub-control CPU 50a ends the display of the timer TM and the effect image G31 to end the timer performance, and controls to start the target performance of the timer performance.
[0100] On the other hand, if a specific operation is performed using the specific button BT2 while the timer performance is being executed, the sub-control CPU 50a executes a process at the time of the specific operation. As shown in FIG. 10, in the specific operation process, the sub-control CPU 50a judges whether the effect determined as the target effect of the timer effect is a pseudo consecutive notification effect or a reach prompting effect (step S11). If the effect determined as the target effect of the timer effect is a pseudo consecutive notification effect or a reach prompting effect (step S11: YES), the sub-control CPU 50a re-determines the effect to be executed after the timer effect ends (step S12). At this time, the sub-control CPU 50a determines a different effect from the effect determined as the target effect of the timer effect as the effect to be executed after the timer effect ends. The types of effects that can be determined in step S12 will be described in detail later.
[0101] When a new effect to be executed after the timer effect is ended is determined, the sub-control CPU 50a ends the timer effect (step S13). Then, the sub-control CPU 50a ends the specific operation processing. After that, in a processing other than the specific operation processing, the sub-control CPU 50a controls to start the effect determined in step S12 of the specific operation processing after the timer effect is ended.
[0102] On the other hand, if the effect determined as the target effect of the timer effect is neither the pseudo continuous effect nor the reach-inducing effect (step S11: NO), the sub-control CPU 50a ends the timer effect without re-determining the effect to be executed after the timer effect ends (step S13). Then, the sub-control CPU 50a ends the specific operation processing. After that, the sub-control CPU 50a controls the target effect of the timer effect to start in a processing other than the specific operation processing.
[0103] As shown in Figure 12, through the above-mentioned control, when the timing to execute the performance determined as the target performance of the timer performance arrives without any specific operation being performed during the execution of the timer performance (shown as "when the timer elapses" in the figure), the sub-control CPU 50a executes the performance determined as the target performance of the timer performance after the timer performance ends.
[0104] In addition, when a specific operation is performed while a timer performance is being executed and the target performance of the timer performance is an information change performance or a cut-in performance, the sub-control CPU 50a executes the performance determined as the target performance of the timer performance after the timer performance ends, regardless of the timing of the specific operation.
[0105] On the other hand, when a specific operation is performed during the execution of a timer effect and the target effect of the timer effect is a pseudo consecutive notification effect or a reach prompting effect, the sub-control CPU 50a executes an effect different from the effect determined as the target effect of the timer effect after the timer effect ends, regardless of the timing of the specific operation. Specifically, in this embodiment, the sub-control CPU 50a executes a cut-in effect after the timer effect ends.
[0106] Thus, in this embodiment, when the execution timing of the target effect arrives without a specific operation being performed during the execution of the timer effect, the sub-control CPU 50a ends the timer effect and controls to execute the effect determined as the target effect of the timer effect. On the other hand, when a specific operation is performed during the execution of the timer effect before the execution timing of the effect determined as the target effect arrives, the sub-control CPU 50a can control to execute an effect different from the effect determined as the target effect. In other words, in this embodiment, when a specific operation is performed in the timer effect without the display of the timer TM becoming specific time information, an effect different from the effect determined as the target effect of the timer effect can be executed as the specific effect.
[0107] In particular, in this embodiment, when an information change effect or a cut-in effect is determined as the target effect of the timer effect, the information change effect or the cut-in effect can be executed even if a specific operation is performed in the timer effect without the display of the timer TM becoming specific time information. On the other hand, when a pseudo consecutive notification effect or a reach encouraging effect is determined as the target effect of the timer effect, an effect different from the pseudo consecutive notification effect and the reach encouraging effect can be executed if a specific operation is performed in the timer effect without the display of the timer TM becoming specific time information. In this embodiment, the information change effect and the cut-in effect correspond to the first specific effect content among the effect contents of the specific effect, and the pseudo consecutive notification effect and the reach encouraging effect correspond to the second specific effect content among the effect contents of the specific effect.
[0108] Below, a specific example of the flow of the presentation when the timer presentation is executed will be described. First, a specific example of the flow of the presentation when an information change presentation or a cut-in presentation is determined as the target presentation of the timer presentation will be described. Note that in the following explanation, an example will be given of a case where a cut-in presentation is determined as the target presentation of the timer presentation. The flow of the presentation when an information change presentation is determined as the target presentation of the timer presentation is the same as the case where "cut-in presentation" in the following explanation is replaced with "information change presentation," so a description will be omitted.
[0109] In the example shown in FIG. 13, a timer effect and a cut-in effect are set as effects to be executed during the execution of a variable game, and a performance pattern in which the cut-in effect is set as the target performance of the timer effect is determined. In the example shown in FIG. 13(a), it is assumed that no specific operation is performed during the execution of the timer effect. In this case, when the variable game is started (time t0), the timer effect is started at a predetermined timing during the execution of the variable game (time t1). At this time, the timer TM in the timer effect displays a time corresponding to the remaining time until the execution timing of the cut-in effect set in the determined performance pattern as the initial display time. Then, when the execution timing of the cut-in effect arrives, the timer effect is ended, and the cut-in effect is executed after the end of the timer effect (time t4). After that, the cut-in effect is ended when a predetermined performance time has elapsed (time t5).
[0110] In the example shown in FIG. 13(b), a specific operation is performed during execution of a timer effect. In this case, similar to the example shown in FIG. 13(a), when a variable game is started (time t0), a timer effect is started at a predetermined timing during execution of the variable game (time t1). Then, when a specific operation is performed during execution of the timer effect, the timer effect ends at that time, and a cut-in effect is executed after the timer effect ends (time t2). Thereafter, the cut-in effect ends when a predetermined effect time has elapsed (time t3). In this case, the cut-in effect is not executed at the execution timing of the cut-in effect set in the determined effect pattern (time t4).
[0111] In this manner, in this embodiment, when a cut-in effect is determined as the target effect of a timer effect, the cut-in effect can be executed either when the execution timing of the cut-in effect arrives without a specific operation being performed, or when a specific operation is performed before the execution timing of the cut-in effect. In other words, in this embodiment, when a timer effect is executed, a specific effect can be executed with the same effect content when the timer TM displays specific time information and when a specific operation is performed without the timer TM displaying specific time information.
[0112] Also, although not shown, when a cut-in effect is determined as the target effect of a timer effect, if a specific operation is performed before the execution timing of the cut-in effect, the cut-in effect can be executed regardless of the timing of the specific operation. In other words, in this embodiment, if a specific operation is performed in a timer effect without the display of the timer TM becoming specific time information, the specific effect can be executed with the same effect content regardless of the timing of the specific operation.
[0113] Next, a specific example of the flow of the presentation when the pseudo consecutive notification presentation or the reach prompting presentation is determined as the target presentation of the timer presentation will be described. Note that in the following explanation, the case where the reach prompting presentation is determined as the target presentation of the timer presentation will be described as an example. The flow of the presentation when the pseudo consecutive notification presentation is determined as the target presentation of the timer presentation is the same as that in the following explanation, where the "reach prompting presentation" is replaced with "pseudo consecutive notification presentation," so the explanation will be omitted.
[0114] In the example shown in FIG. 14, a timer effect and a reach prompting effect are set as effects to be executed during the execution of a variable game, and a performance pattern in which the reach prompting effect is set as a target effect of the timer effect is determined. In the example shown in FIG. 14(a), it is assumed that no specific operation is performed during the execution of the timer effect. In this case, when the variable game is started (time t10), the timer effect is started at a predetermined timing during the execution of the variable game (time t11). At this time, the timer TM in the timer effect displays a time corresponding to the remaining time until the execution timing of the reach prompting effect set in the determined performance pattern as an initial display time. Then, when the execution timing of the reach prompting effect arrives, the timer effect is ended, and the reach prompting effect is executed after the end of the timer effect (time t14). After that, the reach prompting effect is ended when a predetermined performance time has elapsed (time t15).
[0115] In the example shown in FIG. 14(b), a specific operation is performed during the execution of the timer effect. In this case, similar to the example shown in FIG. 14(a), when the variable game starts (time t10), the timer effect starts at a predetermined timing during the execution of the variable game (time t11). Then, when a specific operation is performed during the execution of the timer effect, the timer effect ends at that time, and a cut-in effect is executed after the timer effect ends (time t12). Then, the cut-in effect ends when a predetermined effect time has elapsed (time t13). In this case, when the execution timing of the reach prompting effect set in the determined effect pattern arrives, the reach prompting effect starts (time t14). Then, the reach prompting effect ends when a predetermined effect time has elapsed (time t15).
[0116] In this manner, in this embodiment, when a reach prompting effect is determined as the target effect of the timer effect, different effects can be executed after the timer effect ends when the execution timing of the reach prompting effect arrives without a specific operation being performed and when a specific operation is performed before the execution timing of the reach prompting effect. In other words, in this embodiment, when a timer effect is executed, a specific effect can be executed with different content when the timer TM displays specific time information and when a specific operation is performed without the timer TM displaying specific time information.
[0117] The operation and effects of this embodiment will be described. (1) When a timer effect is executed, by performing a specific operation using the specific button BT2, the specific effect can be executed without waiting for the timer TM display to indicate the specific time, thereby increasing interest in the game.
[0118] (2) When an information change effect or a cut-in effect is determined as the target effect of a timer effect, the same effect can be enjoyed as the specific effect regardless of whether a specific operation is performed during the execution of the timer effect, thereby preventing the player from being disappointed whether a specific operation is performed or not.
[0119] (3) When an information change effect or a cut-in effect is determined as the target effect of a timer effect, the same effect can be enjoyed as the specific effect regardless of the timing of the specific operation during the execution of the timer effect, thereby preventing the player from being disappointed whether the specific operation is performed early or late.
[0120] (4) When a pseudo consecutive notification effect or a reach encouraging effect is determined as the target effect of the timer effect, different effects can be executed as the specific effect depending on whether or not a specific operation is performed during the execution of the timer effect, so that the content of the specific effect can be diversified to entertain the player.
[0121] (5) The sub-control CPU 50a can appropriately set the timing at which the timer performance is executed and the timing at which the target performance of the timer performance is executed by determining the performance pattern and determining the target performance of the timer performance before the start of the timer performance. In addition, when a pseudo consecutive performance or a reach-inducing performance is determined as the target performance of the timer performance, if a specific operation is performed in the timer performance without the timer TM display becoming the specific time information, a performance different from the target performance can be executed after the timer performance ends, so that inconsistencies with other performances can be suppressed.
[0122] (6) On the other hand, when an information change effect or a cut-in effect is determined as a target effect of a timer effect, the effect determined as the target effect of the timer effect can be executed after the timer effect ends, regardless of whether a specific operation is performed in the timer effect. In this way, after the timer effect ends, an appropriate effect can be executed according to the type of effect determined as the target effect of the timer effect.
[0123] (7) Since a timer teasing performance may be executed before the start of a timer performance, interest can be increased by drawing attention to whether or not the timer performance will be executed. The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.
[0124] The number and types of effects that can be executed in the pachinko gaming machine 10 may be changed as appropriate. Also, the effects that can be the target effects of the timer effects may be changed as appropriate. For example, some or all of the information change effects, cut-in effects, pseudo consecutive notification effects, and reach-inducing effects may not be the target effects of the timer effects, and other effects may be the target effects of the timer effects. Also, among the effects that can be the target effects of the timer effects, which effects correspond to the first specific effect content and which effects correspond to the second specific effect content may be changed as appropriate.
[0125] The effect to be executed when a specific operation is performed during execution of the timer effect may be changed as appropriate. In this case, the effect to be executed when a specific operation is performed during execution of the timer effect may differ depending on the type of effect determined as the target effect of the timer effect. For example, if a pseudo consecutive notification effect is determined as the target effect of the timer effect, an information change effect may be executed when a specific operation is performed during execution of the timer effect, and if a reach-inducing effect is determined as the target effect of the timer effect, a cut-in effect may be executed when a specific operation is performed during execution of the timer effect. In addition, the effect to be executed when a specific operation is performed during execution of the timer effect may be determined by a predetermined lottery. In this case, the determination ratio of each effect by the predetermined lottery may differ depending on the type of effect determined as the target effect of the timer effect, or may be the same regardless of the type of effect determined as the target effect of the timer effect.
[0126] The sub-control CPU50a may change the performance time of the specific performance executed after the timer performance ends when a specific operation is performed without the timer TM display becoming specific time information in the timer performance. In other words, when a specific performance is executed when a specific operation is performed without the timer TM display becoming specific time information in the timer performance, the performance time of the specific performance may be made different depending on the timing of the specific operation. As an example, when a reach prompting performance is determined as the target performance of the timer performance, when a specific operation is performed without the timer TM display becoming specific time information, the sub-control CPU50a may execute the reach prompting performance for a period from the timer performance ends in response to the specific operation until the reach performance starts in response to the timer performance. That is, in the case shown in the example of FIG. 14(b), the reach prompting performance may be executed for a period from time t12 to time t15. According to this, by making the performance time of the specific performance different depending on the timing of the specific operation, it is possible to suppress the occurrence of inconsistency with other performances.
[0127] If a specific operation is performed during a timer performance without the timer TM display becoming specific time information, the sub-control CPU 50a may vary the type of specific performance executed after the timer performance ends depending on the timing at which the specific operation was performed.
[0128] If a specific operation is performed during the execution of a timer effect, and an effect different from the effect determined as the target effect of the timer effect is executed after the timer effect ends, the target effect of the timer effect may not be executed until the end of the variable game being executed. For example, if a reach-inducing effect is determined as the target effect of the timer effect, and a cut-in effect is executed after the timer effect ends as a result of a specific operation, the reach-inducing effect may not be executed until the end of the variable game being executed.
[0129] No matter which effect has been determined as the target effect of a timer effect, the effect determined as the target effect of the timer effect may be executed after the timer effect ends, regardless of whether a specific operation has been performed during the execution of the timer effect. In other words, when a timer effect is executed, no matter which effect has been determined as the target effect of the timer effect, a specific effect may be executed with the same effect content when the timer TM display shows specific time information and when a specific operation has been performed without the timer TM display showing specific time information.
[0130] Regardless of which effect has been determined as the target effect of a timer effect, when a specific operation is performed during the execution of the timer effect, a different effect from the effect determined as the target effect of the timer effect may be executed after the timer effect ends. In other words, when a timer effect is executed, regardless of which effect has been determined as the target effect of the timer effect, a specific effect may be executed with different effect contents when the timer TM display shows specific time information and when a specific operation is performed without the timer TM display showing specific time information.
[0131] A timer effect may be executed multiple times during one variable game. In this case, the multiple timer effects may each be executed with a different effect as the target effect. In this case, the multiple timer effects may be executed so that the next timer effect starts after the previous timer effect ends, or the next timer effect starts before the previous timer effect ends. In other words, when multiple timer effects are executed, the performance periods of the timer effects may overlap in part or in whole, or may not overlap.
[0132] When a specific effect is executed after the timer effect ends, the specific effect may be started a predetermined time after the timer effect ends. The timer effect may be executed over multiple variation games. Also, the target effect of the timer effect may be executed during the execution of a variation game different from the variation game that is the target of the target effect.
[0133] During the timer effect, an operation image may be displayed prompting the player to operate a specific button BT2. The display mode of the timer TM in the timer performance may be changed as appropriate. For example, the ".ZZ" part of "X:YY.ZZ" in the timer TM may be updated according to the remaining time until the execution timing of the target performance of the timer performance. Furthermore, the ".ZZ" part of "X:YY.ZZ" may be displayed in the same size as the "X:YY" part. Furthermore, for example, the timer TM may be a meter or gauge indicating the remaining time until the execution timing of the target performance of the timer performance. In this case, the remaining time until the execution timing of the target performance of the timer performance may be indicated by increasing the meter or gauge as time passes, or may be indicated by decreasing the meter or gauge as time passes. Here, when the meter or gauge is increased as time passes, the display when the value of the meter or gauge becomes maximum corresponds to the specific time information. Furthermore, when the meter or gauge is decreased as time passes, the display when the value of the meter or gauge becomes minimum, or the non-display of the meter or gauge corresponds to the specific time information. Furthermore, in this case, a scale may be provided on the meter or gauge. In this case, the markings on the meter or gauge can be understood as information that indicates the remaining time until the target effect of the timer effect is executed.
[0134] The display mode of the timer TM may be changed as the time indicated by the timer TM in the timer effect is subtracted. For example, in the timer effect, the font of the numbers indicated on the timer TM, the background image of the numbers indicated on the timer TM, the colors of the numbers and background image indicated on the timer TM, etc. may be changed when the time indicated on the timer TM falls below a predetermined time. In this case, the change in the display mode of the timer TM can be understood as information that indicates the remaining time until the target effect of the timer effect is executed. In this case, the change in the display mode of the timer TM may be in one step or in two or more steps. This can emphasize that the remaining time until the target effect of the timer effect is executed is getting shorter in the timer effect, thereby increasing the interest of the player.
[0135] In the timer performance, a specific image different from the effect image may be displayed instead of or in addition to the effect image G31. In addition, in the timer performance, one or both of the effect image G31 and the specific image may be displayed before the timer performance ends. As an example, the specific image may be a meter or a gauge. The display mode of the effect image G31 and the specific image may be changed as the time shown on the timer TM in the timer performance is subtracted. For example, if the specific image is a meter or a gauge, the meter or gauge may be increased or decreased as the time shown on the timer TM in the timer performance is subtracted. In this case, the effect image G31 and the specific image can be understood as information that is an indication of the remaining time until the target performance of the timer performance is executed. As an example, when a character image imitating a predetermined character is displayed as the specific image, the facial expression of the character shown in the character image may be changed as the time shown on the timer TM is subtracted. This can emphasize that the remaining time until the target performance of the timer performance is executed is short in the timer performance, thereby improving the interest of the player.
[0136] When a timer performance is executed after the timer teasing performance ends, the timer TM in the timer performance may start counting down after a predetermined time has elapsed since the timer teasing performance ended. In this case, the timer TM in the timer performance may display a specific message regardless of the time remaining until the execution timing of the target performance of the timer performance. As an example, the specific message on the timer TM may be a character string such as "Timer waiting."
[0137] The presentation mode of the timer agitation effect may be changed as appropriate. For example, the timer agitation effect may not be performed if the timer effect is not performed. In this case, the presentation content of the timer agitation effect may not include failure content. Also, the present invention may be embodied in a gaming machine that does not perform the timer agitation effect.
[0138] During execution of a timer effect, execution of a predetermined effect different from the timer effect may be restricted. Similarly, during execution of a timer agitation effect, execution of a predetermined effect different from the timer agitation effect may be restricted. Here, the execution of an effect is restricted to include not only not executing the effect, but also executing the effect in a manner different from when it is not restricted. For example, the manner different from when it is not restricted includes reducing the size of the displayed image or displaying it in a different display area, reducing the probability of executing the effect, and not executing part of the effect. As an example, during execution of a timer effect or timer agitation effect, display of game information G0 indicating a special game being executed and game information G1 to G4 indicating a special game being held may be restricted. Also, as an example, during execution of a timer effect or timer agitation effect, execution of some or all of the effects among information change effect, cut-in effect, pseudo consecutive effect, pseudo consecutive notification effect, reach agitation effect, and reach agitation effect may be restricted. According to this, during execution of a timer effect or timer agitation effect, the player's attention can be focused on these effects to enjoy the game.
[0139] During execution of the timer effect, the sound of music or the like output from the speaker Sp may be muted or reduced in volume. Similarly, during execution of the timer agitation effect, the sound of music or the like output from the speaker Sp may be muted or reduced in volume. For example, if a specific piece of music is being output before the timer effect starts, the specific piece of music may be muted or reduced in volume as the timer effect starts. This allows the player to focus on the effects during execution of the timer effect or timer agitation effect and enjoy the game.
[0140] An operation effect that prompts the player to operate the effect button BT1 may be provided. In this case, the operation effect may be a target effect of the timer effect, but may not be executed when a specific operation is performed while the timer effect is being executed. This can prevent the player from feeling annoyed by the need to operate the operating means multiple times to execute one effect.
[0141] The specific content of each performance may be changed as appropriate. The performance button BT1 and the specific button BT2 may be configured to include a plurality of operable operating parts.
[0142] The present invention may be embodied in a gaming machine equipped with an auto button function that can control the performance by regarding a specific operation means as having been operated even when the specific operation means has not been operated. In this case, when the auto button function is set, it may be possible to control the timer performance to end and execute the specific performance by regarding a specific operation as having been performed even when a specific operation has not been performed in the timer performance. On the other hand, even when the auto button function is set, the timer performance may not end until the display of the timer TM shows the specific time information without regarding a specific operation as having been performed when no specific operation has been performed.
[0143] The present invention may be embodied in a pachinko gaming machine 10 having two or more types of probability states as probability states that determine the probability of winning the jackpot lottery. In other words, the present invention may be embodied in a pachinko gaming machine 10 having a probability fluctuation function.
[0144] The present invention may be embodied in a pachinko gaming machine 10 that has two or more types of time-saving states as the time-saving state. Also, the present invention may be embodied in a pachinko gaming machine 10 that does not have a time-saving state as the game state of the pachinko gaming machine 10. In other words, the present invention may be embodied in a pachinko gaming machine 10 that does not have a ball entry rate improvement state in which the ball entry rate of the game balls into the second start winning port 15 is improved.
[0145] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker Sp, and a lamp control board that specializes in controlling the decorative lamp La may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0146] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0147] The first special game and the second special game may be played according to the order in which the game balls enter the start winning holes 14, 15, or may be played simultaneously in parallel. The second special game may be omitted.
[0148] The present invention may be embodied in a pachinko gaming machine 10 that does not execute a special effect game. In this case, it is preferable to display a special symbol on the effect display device 12. The present invention may be embodied in a gaming machine other than a pachinko gaming machine. For example, the above embodiment may be configured as a slot machine.
[0149] The technical ideas that can be understood from this embodiment and its modifications will be described. (Supplementary Note 1) A gaming machine capable of executing various types of effects, comprising: an effect execution means for executing the effects; and an operation means for enabling operation, wherein the effect execution means is capable of executing a time notification effect that notifies time information regarding the passage of time; and a specific effect that is different from the time notification effect, wherein the time information notified in the time notification effect becomes the specific time information as time passes; and wherein the specific effect is executable when the time information becomes the specific time information; and wherein even if the time information is not the specific time information, the specific effect is executable when the operation means is operated during execution of the time notification effect.
[0150] (Appendix 2) A gaming machine as described in Appendix 1, in which, when the time notification effect is executed, the specific effect can be executed with the same effect content when the time information becomes the specific time information and when the operating means is operated without the time information becoming the specific time information, and, when the specific effect is executed during the time notification effect when the operating means is operated without the time information becoming the specific time information, the specific effect can be executed with the same effect content regardless of the timing at which the operating means is operated.
[0151] (Appendix 3) The gaming machine described in Appendix 1 or Appendix 2, characterized in that the effect execution means is capable of executing a pre-time notification effect that suggests or notifies the player that the time notification effect will be executed before the start of the time notification effect, the effect content of the pre-time notification effect includes a plurality of types of effect content including a first special effect content and a second special effect content, and when the pre-time notification effect is executed with the first special effect content, the time notification effect can be executed after the pre-time notification effect ends, and when the pre-time notification effect is executed with the second special effect content, the time notification effect is not executed after the pre-time notification effect ends.
[0152] (Appendix 4) A gaming machine as described in Appendix 1, in which, in the time notification effect, when the specific effect is executed when the operating means is operated without the time information becoming the specific time information, the presentation time of the specific effect varies depending on the timing at which the operating means is operated.
[0153] (Appendix 5) A gaming machine as described in Appendix 1, in which, when the time notification effect is executed, the specific effect can be executed with different effect content when the time information becomes the specific time information and when the operating means is operated without the time information becoming the specific time information.
[0154] (Appendix 6) A gaming machine as described in Appendix 1 or Appendix 5, which is equipped with a presentation control means for controlling presentations, the presentation control means being capable of controlling to determine planned presentation content as the presentation content of a specific presentation in the case where the specific presentation is to be executed when the time information in the time notification presentation becomes the specific time information before the start of the time notification presentation, and which is capable of executing the specific presentation with presentation content different from the planned presentation content when the operating means is operated before the time information becomes the specific time information in the time notification presentation.
[0155] (Appendix 7) The gaming machine of any one of Appendices 1, 5, and 6, wherein the specific performance content includes a plurality of types of performance content including a first specific performance content and a second specific performance content, and when the first specific performance content is scheduled as the performance content for when the specific performance is executed when the time information becomes the specific time information in the time notification performance, even if the operation means is operated without the time information becoming the specific time information in the time notification performance, the specific performance can be executed with the first specific performance content, and when the second specific performance content is scheduled as the performance content for when the specific performance is executed when the time information becomes the specific time information in the time notification performance, if the operation means is operated without the time information becoming the specific time information in the time notification performance, the specific performance can be executed with performance content different from the second specific performance content. [Explanation of symbols]
[0156] BT1...Performance button BT2...Specific button (operation means) G0~G4...Game information G11...Cut-in image G21...Reach teasing image G31...Effect image GH...Image display section HD...Launch handle HR0...Execution display area HR1...Pending display area La...Decorative lamp SE1...First start winning sensor SE2...Second start winning sensor SE3...Count sensor SE4...Gate sensor SL1...First solenoid SL2...Second solenoid Sp...Speaker TM...Timer TM1...First timer teasing image TM2...Second timer teasing image W...Center frame YB...Game board YBa...Game area YBb...Opening window Z1...Continuation notification pattern 10...Pachinko game machine 11...Frame body 11a...Installation frame 11b...Mounting frame 11c...Locking device 12...Performance display device (Performance execution means) 13...Information display device 13a...First special pattern display section 13b...Second special pattern display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal pattern display section 13f...Normal hold display section 14...First start winning port 15...Second start winning port 16...Normal movable piece 17...Large winning port 18...Special opening / closing piece 25...Gate 40...Main control board 41...Microprocessor 41a...Main control CPU 41b...Main control ROM 41c...Main control RAM 50...Sub-control board 50a...Sub-control CPU (performance control means) 50b...Sub-control ROM 50c...Sub-control RAM
Claims
1. In a gaming machine capable of executing various effects, A performance execution means for executing a performance; and an operating means capable of operating the device, The effect execution means is capable of executing a time notification effect that notifies time information regarding the passage of time and a specific effect different from the time notification effect, The time information notified in the time notification performance becomes specific time information as time passes, The specific performance is, The time information is executable when the specific time information is reached, A gaming machine characterized in that even if the time information is not the specific time information, the time notification performance can be executed when the operating means is operated during execution of the time notification performance.
2. When the time notification performance is executed, the specific performance can be executed with the same performance content when the time information becomes the specific time information and when the operation means is operated without the time information becoming the specific time information, A gaming machine as described in claim 1, wherein when the specific effect is executed when the operating means is operated without the time information becoming the specific time information in the time notification effect, the specific effect can be executed with the same effect content regardless of the timing at which the operating means is operated.
3. The effect execution means is capable of executing a pre-time announcement effect that suggests or notifies the user that the time announcement effect will be executed before the start of the time announcement effect, The effect contents before the time announcement include a plurality of kinds of effect contents including a first special effect content and a second special effect content, When the pre-time announcement performance is executed in the first special performance content, the pre-time announcement performance can be executed after the end of the pre-time announcement performance, 3. The gaming machine according to claim 1, wherein when the pre-time notification effect is executed with the second special effect content, the time notification effect is not executed after the pre-time notification effect ends.
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