Game machine
Patent Information
- Application Number
- JP2023100737
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-20
- Publication Date
- 2025-01-08
- Estimated Expiration
- 2043-06-20
AI Technical Summary
【0006】 本発明によれば、演出態様を調整する際の利便性を向上させることができる。
Smart Images

Figure 2025001254000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in pachinko and slot machines, which are a type of gaming machine, various game effects are executed to enhance the interest of the player. In such gaming machines, as one of the various game effects, a sound effect is executed by outputting a sound. Some of such gaming machines attempt to further enhance the interest of the player by making the performance mode of the sound effect adjustable. For example, in the gaming machine of Patent Document 1, as a performance mode of the sound effect, the volume when the sound effect is executed can be adjusted. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-202395 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in such gaming machines, it is preferable that the convenience in adjusting the presentation mode is high, and there remains room for further improvement. [Means for solving the problem]
[0005] A gaming machine that solves the above problem comprises an effect execution means that executes an effect, an effect control means that controls the effect execution means, and an operation means capable of performing predetermined operations, wherein the effect execution means is capable of executing a specific effect in each of a specific period and a prescribed period different from the specific period, and is capable of executing a special effect when prescribed conditions are met, the effect control means is capable of adjusting the presentation mode of the specific effect based on an adjustment operation performed by the operation means, and when the presentation mode of the specific effect is adjusted by the adjustment operation, even if the adjustment operation is not performed again, the presentation control means is capable of controlling the presentation mode of the specific effect to be different between the specific period and the prescribed period, and the effect control means is capable of performing fade control that gradually changes the presentation amount of some of the effects executed by the effect execution means, and the presentation amount when the special effect is executed is not changed by the fade control. Effect of the Invention
[0006] According to the present invention, it is possible to improve convenience when adjusting the presentation mode. [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 an explanatory diagram showing a dialogue presentation, FIG. 4(b) is an explanatory diagram showing a cut-in presentation, and FIG. 4(c) is an explanatory diagram showing a character group presentation. [Diagram 5] 5(a) to 5(c) are explanatory diagrams showing the flow of the effects in the super reach effects. [Figure 6] FIG. 6 is an explanatory diagram showing the range in which the volume levels can be adjusted. [Figure 7]7(a) to 7(d) are explanatory diagrams showing how the volume is adjusted when a predetermined performance is executed in each performance style. [Figure 8] 8(a) and 8(b) are explanatory diagrams showing images displayed regarding various kinds of effect customization. [Figure 9] FIG. 9 is an explanatory diagram showing the relationship between the dialogue effect and the cut-in effect and other effects. [Figure 10] FIG. 10 is a timing chart showing a specific example of the flow of the presentation. 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 launch handle HD operated by a player when launching a gaming ball. The pachinko gaming machine 10 includes a gaming board YB. A gaming area YBa into which gaming balls can flow is formed on the front side of the gaming board YB. In this embodiment, gaming balls launched by operating the launch handle HD reach the gaming area YBa. The gaming board YB includes an opening window YBb in approximately the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0009] The pachinko game machine 10 includes an effect button D1 and a cross key D2 as an example of an operation means capable of performing a predetermined operation. In this embodiment, the effect button D1 corresponds to a specific operation means. As an example, the effect button D1 and the cross key D2 are button-type means configured to be capable of a pressing operation. The effect button D1 and the cross key D2 are not limited to being button-type, and may be a touch sensor type, or may be configured to function as a predetermined display device as a touch panel type means. The effect button D1 and the cross key D2 may be configured to include multiple operable parts. In one example of this embodiment, the effect button D1 is configured to include a single operable part. The cross key D2 is configured to include multiple operable parts such as a left key D2l, a right key D2r, an up key D2u, and a down key D2d.
[0010] The pachinko gaming machine 10 includes a speaker SP as an output means for outputting sound. The speaker SP can execute various notifications (hereinafter referred to as audio notifications) and various effects (hereinafter referred to as audio effects) by outputting sounds such as music and sound effects. In this embodiment, the speaker SP is an example of an effect execution means for executing effects. The pachinko gaming machine 10 includes a decorative lamp LA as a light-emitting means having a light-emitting body not shown. The decorative lamp LA can execute various notifications (hereinafter referred to as light-emitting notifications) and various effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and turning off the light-emitting body. In this embodiment, the decorative lamp LA is an example of an effect execution means for executing effects.
[0011] As shown in FIG. 2, the pachinko gaming machine 10 includes an effect display device EH as a display means for displaying an image. The effect display device EH has an image display section GH capable of displaying an image. The effect display device EH is attached to the game board YB so that the image display section GH is visible through the opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display section GH is a liquid crystal panel or an organic EL panel. The effect display device EH can execute various notifications (hereinafter referred to as display notifications) and various effects (hereinafter referred to as display effects) by displaying various images. In this embodiment, the effect display device EH is an example of an effect execution means for executing effects.
[0012] The pachinko gaming machine 10 is provided with a performance movable body KD as a movable body capable of a predetermined operation. The performance movable body KD is configured to be operable within a range from a first position P1 to a second position P2. In this embodiment, the performance movable body KD is located at the first position P1 when a performance using the performance movable body KD is not being performed. That is, in this embodiment, the first position P1 can also be understood as the initial position of the performance movable body KD. Note that the performance movable body KD operates on the front side of the performance display device EH as seen from the player between the first position P1 and the second position P2. Therefore, when the pachinko gaming machine 10 is viewed from the front, the performance movable body KD operates in a state where it covers a part of the image display unit GH of the performance display device EH. The performance movable body KD can execute a performance by operation (hereinafter, referred to as a movable body performance). In this embodiment, the performance movable body KD is an example of a performance execution means that executes a performance.
[0013] The pachinko gaming machine 10 includes an information display device capable of displaying predetermined information. The information display device is provided on the game board YB at a position visible to the player. The information display device includes a first special symbol display unit 13a. The first special symbol display unit 13a can execute a first special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the first special symbol is finally fixed and stopped. The information display device includes a second special symbol display unit 13b. The second special symbol display unit 13b can execute a second special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the second special symbol is finally fixed and stopped. 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. In this embodiment, the first special symbol display unit 13a and the second special symbol display unit 13b each correspond to a game execution means for executing a variable game by varying the symbols.
[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 display result and a miss symbol as a miss display 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 occurs 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 symbol is changed and stopped based on the result of the special winning lottery.
[0016] The information display device includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of first special games that are 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 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of second special games that are 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 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 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 execution 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 does not need to be provided in one display device, and may be provided in different parts. In addition, the information display device may include a right hit display section that displays information instructing a so-called "right hit" and 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 15, a second start winning hole 16, and a big winning hole 18. The plurality of winning holes may include a winning hole different from these winning holes.
[0020] The first start winning opening 15 is a winning opening through which a game ball enters to establish the reservation conditions for the first special game. As an example, the first start winning opening 15 is located below the performance display device EH. The first start winning opening 15 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first special start sensor SE1 that detects a game ball that has entered the first start winning opening 15 (see FIG. 3). In this embodiment, when a game ball is detected by the first special start 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 16 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 16 is located at the lower right of the performance display device EH. The pachinko game machine 10 is equipped with a second special start sensor SE2 that detects a game ball that enters the second start winning opening 16 (see FIG. 3). In this embodiment, when a game ball is detected by the second special start 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 also established.
[0022] The pachinko game machine 10 is provided with a normal movable piece 17 that can take an open state in which the second start winning opening 16 is opened so that the game ball can enter, and a closed state in which the second start winning opening 16 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the normal movable piece 17 may be a door-like member that opens and closes the second start winning opening 16. The normal movable piece 17 is always in a closed state, and operates to an open state when a normal winning game is generated. That is, when a normal winning game is generated, the second start winning opening 16 becomes capable of receiving the game ball. The game board YB is provided with a normal solenoid SL1 as a means for operating the normal movable piece 17 (see FIG. 3).
[0023] The large prize opening 18 is a prize opening into which the game ball enters in order to establish the conditions for awarding the prize ball. As an example, the large prize opening 18 is located at the lower right of the performance display device EH and at the upper right of the second start prize opening 16. The pachinko game machine 10 is equipped with a special prize sensor SE3 that detects the game ball that enters the large prize opening 18 (see FIG. 3). Specifically, in this embodiment, when the special prize sensor SE3 detects the game ball, 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 19 that can take an open state in which the large prize winning opening 18 is opened so that the game ball can enter, and a closed state in which the large prize winning opening 18 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the special opening / closing piece 19 may be a door-like member that opens and closes the large prize winning opening 18. The special opening / closing piece 19 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 18 is opened so that the game ball can enter. The game board YB is provided with a special solenoid SL2 as a means for operating the special opening / closing piece 19 (see FIG. 3). In this embodiment, in a big winning game, the large prize winning opening 18 is opened, and the game ball that entered the large prize winning opening 18 is detected by the special winning 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 second start winning port 16. The gate 25 has a gate opening through which game balls can pass. The gate opening is always open so that game balls can enter. The pachinko game machine 10 has a normal start sensor SE4 that detects game balls that have entered the gate opening (see FIG. 3). The gate opening is a ball opening through which game balls can enter in order to establish the start conditions for the normal game. Even if a game ball enters the gate opening, the conditions for awarding prize balls are not established.
[0026] Next, the path along which the gaming ball flows in this embodiment will be described. The pachinko game machine 10 configured as described above has a plurality of paths along which game balls flow in the game area YBa according to the launch strength of the game balls. The paths along which game balls flow can also be understood as areas along which game balls flow. The plurality of paths include a first path R1 that flows down the left side of the center frame W (performance display device EH) and a second path R2 that flows down the right side of the center frame W (performance display device EH). The first path R1 and the second path R2 may overlap in part or may not overlap in whole.
[0027] A player can adjust the launch strength of a game ball by operating the launch handle HD to hit the game ball into the first path R1 or the second path R2. The first start winning hole 15 is open on the first path R1. Therefore, when the game ball is launched with the launch strength adjusted to be weak, the game ball is likely to flow down the first path R1 and may enter the first start winning hole 15. On the second path R2, the gate 25, the big winning hole 18, and the second start winning hole 16 are open in that order from upstream. Therefore, when the game ball is launched with the launch strength adjusted to be strong, the game ball is likely to flow down the second path R2 and may enter the second start winning hole 16, the big winning hole 18, or the gate 25.
[0028] In the following description, the launch of a game ball with a launch strength that makes it easy for the game ball to flow down the first path R1 may be referred to as a "left hit." Also, the launch of a game ball with a launch strength that makes it easy for the game ball to flow down the second path R2 may be referred to as a "right hit."
[0029] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the effect display device EH can execute an effect pattern change game that changes and displays the effect patterns in multiple rows and ultimately derives a combination of effect patterns. In the following description, the effect pattern change game is abbreviated to "effect game." In addition, in the following description, the special game and the effect game may be collectively referred to as "change game."
[0030] The effect symbols are symbols (decorative symbols) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is played by varying (scrolling) the first, second, and third symbol rows in a predetermined direction. In this embodiment, the first row is the symbol row located on the left side when viewed by the player, the second row is the symbol row located in the center when viewed by the player, and the third row is the symbol row located on the right side when viewed by the player.
[0031] The presentation game is started with the start of the special game. In the presentation game, a reach presentation may be executed. The reach presentation is an effect executed in a state where the same presentation pattern is temporarily displayed in a stopped state (hereinafter, referred to as a temporary stop display) in a plurality of specific pattern rows, and the presentation pattern is continuously displayed in a variable manner in other pattern rows. In this embodiment, the specific pattern rows are the first and third rows.
[0032] The effect game ends with the end of the special game. Specifically, in the effect game, the effect symbols are displayed temporarily in the first to third symbol rows, and then the effect symbols displayed temporarily in the symbol rows are displayed in a fixed state, thereby deriving a combination of effect symbols.
[0033] In the presentation game, a combination of presentation symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a jackpot symbol (jackpot display result) is derived in the special game, a jackpot symbol combination is derived in the presentation game as a jackpot display result by the presentation symbols. A jackpot symbol combination is a symbol combination in which the presentation symbols in all columns are the same, such as "777." When a losing symbol (loss display result) is derived in the special game, a losing symbol combination is derived in the presentation game as a loss display result by the presentation symbols. A losing symbol combination is a symbol combination in which the presentation symbols in at least some columns are different from the presentation symbols in the other columns, such as "787," "445," "344," and "567." The symbol combinations of the losing symbol include a symbol combination of a losing reach where the performance symbols of a specific symbol row are the same performance symbols, and a symbol combination of a normal losing symbol where the performance symbols of a specific symbol row are different performance symbols. That is, in this embodiment, the symbol combination of the losing reach is a symbol combination when the performance symbols of the first and third columns are the same performance symbols, such as "787", and the performance symbols of the second column are different from the performance symbols of the first and third columns. In addition, in this embodiment, the symbol combination of the normal losing symbol includes a symbol combination when the performance symbols of the first and second columns are the same performance symbols, such as "445", and the performance symbols of the third column are different from the performance symbols of the first and second columns. Also, among the symbol combinations that usually lose, there are symbol combinations where the second and third columns have the same effect pattern, and the first column has a different effect pattern from the second and third columns, such as "344." Furthermore, among the symbol combinations that usually lose, there are symbol combinations where the first, second, and third columns have different effect patterns, such as "567."
[0034] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 has a non-time-saving state and a time-saving state as game states in which the average fluctuation time of the special game is different. The time-saving 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-saving state. In this embodiment, the time-saving state is a state in which the probability of the game ball entering the second start winning hole 16 is higher than that of the non-time-saving state. In other words, in this embodiment, the time-saving state is a ball-entry rate improvement state in which the ball-entry rate of the game ball into the second start winning hole 16 is improved compared to the non-time-saving state. That is, in this embodiment, the time-saving state is a game state that is advantageous to the player in that the ball-entry rate of the game ball into the second start winning hole 16 is improved compared to the non-time-saving state.
[0035] For example, the ball entry rate of the second start winning hole 16 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 17 operates in the open state in one normal win game. The operation time extension control may be at least one of a control that increases the number of operations during which the normal movable piece 17 operates in the open state in one normal win game, and a control that lengthens the operation time during which the normal movable piece 17 operates in the open state in a normal win game.
[0036] Next, the big win game in this embodiment will be described. In the big win game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the big win game. In the big win game, after the opening time has elapsed, a round game in which the big win opening 18 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition in which a predetermined upper limit number of game balls enters, or a second round end condition in which a predetermined upper limit time has elapsed, is met. In the round game, the big win opening 18 is opened to a predetermined open state. Specifically, in this embodiment, the big win opening 18 is opened at the start of the round game and closed at the end of the round game. That is, in this embodiment, the special opening and closing piece 19 operates to an open state at the start of the round game and operates to a closed state at the end of the round game. In this embodiment, a predetermined performance is performed during the round game. For example, the predetermined effect is a round effect that indicates that a round game in which the big prize opening 18 is opened is being played. When the final round game ends, in the big win game, the predetermined effect is played for a predetermined ending time. For example, the predetermined effect is an ending effect that indicates the end of the big win game. Then, the big win game ends as the ending time passes.
[0037] In this embodiment, after the big win game ends, the game is controlled to the time-saving state. Specifically, after the big win game ends, the game is controlled to the time-saving state. Thereafter, the time-saving state ends when a predetermined ending condition is met. In this embodiment, the ending condition of the time-saving state includes a number-of-times ending condition that is met when a special game is executed a predetermined maximum number of times. In this embodiment, the maximum number of times of the time-saving state is 100 times, regardless of the type of big win.
[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, 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.
[0039] 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 a main control CPU 42) and a storage unit (memory). The main control CPU 42 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 a main control ROM 43) from which information can be read but to which information cannot be written, and a RAM area (hereinafter, referred to as a main control RAM 44) from which information can be read and written.
[0040] The main control ROM 43 stores judgment values and tables used for various judgments and lotteries. The main control ROM 43 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 performance content 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.
[0041] The main control RAM 44 stores various information that is rewritten depending on the results of processing by the main control CPU 42. In this embodiment, the main control RAM 44 corresponds to a storage means for storing various information related to the game. For example, the information stored in the main control RAM 44 is a flag, a counter, a timer, etc. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers by the random number generation process by the main control CPU 42. Note that the main control CPU 42, the main control ROM 43, the main control RAM 44, and the random number circuit 45 are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.
[0042] The main control CPU42 is connected to the first special start sensor SE1, the second special start sensor SE2, the special winning sensor SE3, and the normal start sensor SE4. The main control CPU42 is configured to be able to input a detection signal output when each sensor detects a game ball. The main control CPU42 is connected to each display section 13a-13f of the information display device. The main control CPU42 is configured to be able to control the display contents of each display section 13a-13f of the information display device. The main control CPU42 is connected to the normal solenoid SL1 and the special solenoid SL2. The main control CPU42 is configured to be able to control the operation of the normal movable piece 17 by controlling the normal solenoid SL1. The main control CPU42 is configured to be able to control the operation of the special opening / closing piece 19 by controlling the special solenoid SL2.
[0043] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 51, a sub-control ROM 52, and a sub-control RAM 53. The sub-control CPU 51 executes a program for sub-control to perform various processes related to the performance. The sub-control ROM 52 stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 52 stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, audio performance data used for audio performance, and movable body performance data used for movable body performance.
[0044] The sub-control RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 53 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 the random number generation process performed by the sub-control CPU 51. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.
[0045] The sub-control CPU51 is connected to the performance display device EH. The sub-control CPU51 is configured to be able to control the display contents of the performance display device EH. The sub-control CPU51 is connected to a decorative lamp LA. The sub-control CPU51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU51 is connected to a speaker SP. The sub-control CPU51 is configured to be able to control the output mode of the speaker SP. The sub-control CPU51 is connected to a performance movable body KD. The sub-control CPU51 is configured to be able to control the operation of the performance movable body KD by controlling an actuator not shown. In this embodiment, the sub-control CPU51 functions as a performance control means that controls the performance execution means by controlling the performance display device EH, the decorative lamp LA, the speaker SP, and the performance movable body KD. In the following description, the performance display device EH, the decorative lamp LA, the speaker SP, and the performance movable body KD may be collectively referred to as a "performance device group." In the following description, when it is stated that "the group of performance devices is controlled," it means that some or all of the performance display device EH, decorative lamps LA, speakers SP, and performance movable bodies KD are controlled, and it does not necessarily mean that all of the performance display device EH, decorative lamps LA, speakers SP, and performance movable bodies KD are controlled.
[0046] The sub-control CPU 51 is connected to the effect button D1 and the cross key D2. The sub-control CPU 51 is configured to be able to input an operation signal output when the effect button D1 is operated, and an operation signal output when each key D2l, D2r, D2u, and D2d of the cross key D2 is operated.
[0047] Next, various processes performed by the main control CPU 42 will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU 42 judges whether the game ball has entered the first start winning hole 15 based on whether a detection signal has been input from the first special start sensor SE1. When the game ball has entered the first start winning hole 15, the main control CPU 42 judges whether the first special reserved number stored in the main control RAM 44 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 CPU 42 adds 1 to the first special reserved number and updates it. Then, the main control CPU 42 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the first special reserved number is less than the upper limit number and the game ball is detected by the first special start sensor SE1. Also, at this time, the main control CPU 42 generates information that can identify the updated first special reserved number (hereinafter, referred to as the first reserved number command) and sets it in the output buffer. In this embodiment, the information (control commands) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0048] Next, the main control CPU 42 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 RAM 44. For example, the random numbers are special winning random numbers used in a special winning lottery, special symbol random numbers used in a lottery for determining special symbols, and variation pattern random numbers used to determine a variation pattern. The main control CPU 42 stores the random number information so that it is possible to identify that the random number information is 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. The pachinko game machine 10 of this embodiment can suspend the execution of the first special game until the start condition of the first special game is satisfied by storing the random number information used for the first special game in the main control RAM 44.
[0049] When the random number information for the first special game is stored in the main control RAM 44, if the game ball has not entered the first start winning hole 15 and if the number of first special reserved balls is not less than the upper limit number, the main control CPU 42 judges whether the game ball has entered the second start winning hole 16 based on whether a detection signal has been input from the second special start sensor SE2. If the game ball has entered the second start winning hole 16, the main control CPU 42 judges whether the number of second special reserved balls stored in the main control RAM 44 is less than the upper limit number (4 in this embodiment). If the number of second special reserved balls is less than the upper limit number, the main control CPU 42 updates the number of second special reserved balls by adding 1. At this time, the main control CPU 42 controls the second special reserved display unit 13d to display information that can identify the updated number of second special reserved balls. In this way, the reservation condition for the second special game is established when the number of second special reserved balls is less than the upper limit number and the game ball is detected by the second special start sensor SE2. At this time, the main control CPU 42 also generates information capable of identifying the updated second special reserved number (hereinafter, referred to as a second reserved number command) and sets it in the output buffer.
[0050] Next, the main control CPU 42 acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 44. The main control CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. By storing the random number information used for the second special game in the main control RAM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution conditions for the second special game are met.
[0051] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU 42 judges whether the execution condition of the special game is established. The main control CPU 42 judges positively when the game is not a jackpot game and the special game is not being executed, whereas it judges negatively when the game is a jackpot game or the special game is being executed. When the execution condition of the special game is not established, the main control CPU 42 ends the special symbol start process. When the execution condition of the special game is established, the main control CPU 42 judges whether the second special reserved number stored in the main control RAM 44 is "1" or more. When the second special reserved number is "1" or more, the main control CPU 42 executes the process of executing the second special game. On the other hand, when the second special reserved number is not "1" or more, the main control CPU 42 judges whether the first special reserved number stored in the main control RAM 44 is "1" or more. When the first special reserved number is not "1" or more, the main control CPU 42 ends the special symbol start process. On the other hand, when the first special reserved number is "1" or more, the main control CPU42 performs a process of executing a first special game.
[0052] When the main control CPU42 executes a process for executing a special game, it first updates the special reserved number stored in the main control RAM44 by subtracting "1". Specifically, when the main control CPU42 executes a first special game, it updates the first special reserved number by subtracting "1" and controls the first special reserved display unit 13c so that the updated first special reserved number is displayed. At this time, the main control CPU42 generates a first reserved number command indicating the updated first special reserved number and sets it in the output buffer. Similarly, when the main control CPU42 executes a second special game, it updates the second special reserved number by subtracting "1" and controls the second special reserved display unit 13d so that the updated second special reserved number is displayed. At this time, the main control CPU42 generates a second reserved number command indicating the updated second special reserved number and sets it in the output buffer.
[0053] Next, the main control CPU42 acquires the random number information stored first from the main control RAM44 among the random number information for the special game. Then, the main control CPU42 performs a special winning lottery using the special winning random number specified from the acquired random number information. That is, in this embodiment, the main control CPU42 functions as a winning lottery means for performing a winning lottery. Specifically, when the main control CPU42 executes a first special game, the main control CPU42 acquires the random number information stored first from the main control RAM44 among the random number information for the first special game, and performs a first special winning lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU42 executes a second special game, the main control CPU42 acquires the random number information stored first from the main control RAM44 among the random number information for the second special game, and performs a second special winning lottery using the special winning random number specified from the acquired random number information.
[0054] Here, the main control CPU 42 judges whether or not a jackpot will be won by judging whether or not the value of the special win random number matches the jackpot judgment value stored in the main control ROM 43. Then, when the value of the special win random number matches the jackpot judgment value, the main control CPU 42 performs a jackpot fluctuation process. In the jackpot fluctuation process, the main control CPU 42 determines a special symbol from among the special symbols classified as jackpot symbols by performing a lottery to determine the special symbol based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the determined stop symbol derived in the special game.
[0055] On the other hand, if the value of the special winning random number does not match the big win determination value, the main control CPU 42 performs a loss variation process. In the loss variation process, the main control CPU 42 determines a special symbol as a loss symbol. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0056] Then, when the main control CPU42 determines the fixed stop symbol derived in the special game, it determines the variation pattern by performing a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information. At this time, if the main control CPU42 determines a big win symbol as the fixed stop symbol, it determines the variation pattern from the big win variation patterns. If the main control CPU42 determines a losing symbol as the fixed stop symbol, it determines the variation pattern from the losing variation patterns. Then, when the main control CPU42 determines the variation pattern, it ends the special symbol start process.
[0057] When the special symbol start process is completed, the main control CPU42 executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU42 controls the display contents of the first special symbol display unit 13a or the second special symbol display unit 13b so as to start the variation of the first special symbol or the second special symbol. The main control CPU42 also sets information (hereinafter referred to as a special symbol designation command) that designates the special symbol determined in the special symbol start process in an output buffer. The main control CPU42 also sets information (hereinafter referred to as a variation pattern designation command) that designates a variation pattern and instructs the start of a performance game in an output buffer. The main control CPU42 also measures the variation time determined for the variation pattern determined in the special symbol start process. Then, the main control CPU42 controls the first special symbol display unit 13a or the second special symbol display unit 13b so that the special symbol determined in the special symbol start process is derived after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special symbol start process has elapsed, the main control CPU 42 sets information for deriving a combination of performance symbols (hereinafter, referred to as an all symbol stop command) in the output buffer. With the above-mentioned control, the pachinko game machine 10 of this embodiment can execute a change game in which symbols are changed.
[0058] Next, a big win process performed by the main control CPU 42 for generating a big win game will be described. The main control CPU 42 performs a jackpot process after the special game for the jackpot is completed. In the jackpot process, the main control CPU 42 performs control according to the type of jackpot won, thereby generating a jackpot game based on the jackpot won.
[0059] First, the main control CPU42 starts measuring the opening time, and generates information capable of identifying the start of the big win game (hereinafter, referred to as a big win game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU42 performs processing for executing a round game. Specifically, the main control CPU42 controls the special solenoid SL2 so that the big prize winning hole 18 is opened based on a predetermined opening pattern, and starts the round game. Then, after starting the round game, when the first round end condition or the second round end condition is established, the main control CPU42 controls the special solenoid SL2 so that the big prize winning hole 18 is closed, and ends the round game. The main control CPU42 repeats such processing for executing the round game until the upper limit number of round games is ended. In addition, the main control CPU42 generates information capable of identifying the start of the round game (hereinafter, referred to as a round start command) and sets it in the output buffer every time the round game is started. Furthermore, the main control CPU 42 generates information capable of identifying the end of a round of game (hereinafter, referred to as a round end command) every time a round of game ends, and sets the information in the output buffer.
[0060] When the final round of play ends, the main control CPU 42 starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU 42 generates information that can specify the end of the big win game (hereinafter, the big win game end command) and sets it in the output buffer. After that, the main control CPU 42 ends the big win process.
[0061] Next, the processing related to the game state performed by the main control CPU 42 will be described. The main control CPU 42 can control the game state by setting a predetermined value to the operation flag stored in the main control RAM 44. Specifically, the main control CPU 42 controls the game state to the non-time-shortened state by setting a value that can identify the non-time-shortened state to the operation flag. The main control CPU 42 controls the game state to the time-shortened state by setting a value that can identify the time-shortened state to the operation flag. The main control CPU 42 can also set the upper limit number of times in the time-shortened state by setting a predetermined value to the upper limit number of times flag in the main control RAM 44. Then, when the main control CPU 42 updates the values of the operation flag and the upper limit number of times flag, it outputs a game state command that can identify the current game state and the upper limit number of times to the sub-control board 50.
[0062] When starting a jackpot game, the main control CPU42 sets the operation flag to a value that can specify a non-time-shortening state, and erases the value of the upper limit number flag. As a result, the main control CPU42 controls the jackpot game to a non-time-shortening state. When ending a jackpot game, the main control CPU42 sets the operation flag to a value that can specify a time-shortening state, and sets the upper limit number flag to a value that can specify 100 times as the upper limit number. After that, the main control CPU42 updates the value of the upper limit number flag every time a special game is executed after being controlled to the time-shortening state. Then, the main control CPU42 sets the operation flag to a value that can specify a non-time-shortening state, triggered by the execution of a special game a predetermined upper limit number of times after being controlled to the time-shortening state. As a result, the main control CPU42 can control the time-shortening state to end, triggered by the establishment of a number-of-times end condition.
[0063] Next, the normal symbol input process performed by the main control CPU 42 will be described. In the normal symbol input process, when the main control CPU42 receives a detection signal from the normal start sensor SE4 and the normal reserved number is less than the upper limit number, the main control CPU42 adds 1 to the normal reserved number stored in the main control RAM44 to update it, and controls the normal reserved display unit 13f to display the updated normal reserved number. After that, the main control CPU42 acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM44. In this case, the main control CPU42 stores the random number information for the normal game, and the storage order of the random number information can be specified. For example, the random number is a normal winning random number used for normal winning judgment (normal lottery). After that, the main control CPU42 ends the normal symbol input process.
[0064] Next, the normal symbol start process performed by the main control CPU 42 will be described. In the normal symbol start process, when the normal winning game is not being played and the normal game is not being executed, and the normal reserved number stored in the main control RAM 44 is 1 or more, the main control CPU 42 subtracts 1 from the normal reserved number stored in the main control RAM 44 to update it. Also, at this time, the main control CPU 42 controls the normal reserved display unit 13f so that the updated normal reserved number is displayed. Next, the main control CPU 42 reads out the random number information stored first among the random number information for the normal game from the main control RAM 44, and performs a normal lottery based on the read random number information. Specifically, the main control CPU 42 performs a normal lottery by determining whether the value of the normal winning random number matches the normal winning judgment value stored in the main control ROM 43. At this time, the main control CPU 42 performs a normal lottery using a normal winning judgment value that differs depending on the current game state. For example, in this embodiment, the normal win determination value is assigned to each game state so that when a non-specific game state is in effect, a normal win will not be won regardless of the value of the normal win random number, whereas when a specific game state is in effect, a normal win will be won regardless of the value of the normal win random number.
[0065] Next, the main control CPU42 determines the normal symbol to be derived in the normal game and the fluctuation time of the normal game. After that, the main control CPU42 ends the normal symbol start process. At this time, the main control CPU42 may determine a shorter time as the fluctuation time of the normal game when in the specific game state compared to when in the non-specific game state (or may easily determine a shorter time as the fluctuation time of the normal game).
[0066] Then, the main control CPU 42 executes a normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 42 starts the normal game and controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is derived when the variable time determined in the normal symbol start process has elapsed.
[0067] Next, the normal win process performed by the main control CPU 42 will be described. When the normal game of the normal win ends, the main control CPU 42 executes the normal win process. In the normal win process, the main control CPU 42 controls the normal solenoid SL1 to operate the normal movable piece 17 to the second operating state in an operating mode determined for the normal symbol (type of normal win), thereby generating a normal win game.
[0068] Through such normal pattern input processing, normal pattern start processing, and normal winning processing, the main control CPU 42 operates the normal movable piece 17 so that when the time-saving state is in effect, the game ball becomes easier to enter the second start winning hole 16 compared to when the time-saving state is not in effect.
[0069] In addition to the above-mentioned processes, the main control CPU 42 also performs various other processes. For example, when the main control CPU 42 receives a detection signal indicating that a game ball has been detected from each sensor, the main control CPU 42 generates information indicating that the detection signal has been received and sets the information in the output buffer.
[0070] Next, there will be described various processes performed by the sub-control CPU 51. When a control signal is input from the main control CPU 42, the sub-control CPU 51 executes various processes in response to the control signal.
[0071] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU51 inputs a special symbol designation command and a variation pattern designation command, it controls the effect display device EH to execute an effect game corresponding to the special game by starting the variation display of the effect symbols. Specifically, when the sub-control CPU51 inputs a special symbol designation command and a variation pattern designation command, it determines a combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command and the variation pattern designated by the input variation pattern designation command.
[0072] For example, when a special symbol classified as a jackpot symbol is specified, the sub-control CPU51 determines a symbol combination for a jackpot based on the performance symbol. When a special symbol classified as a losing symbol is specified and a variation pattern for a losing reach is specified, the sub-control CPU51 determines a symbol combination for a losing reach based on the performance symbol. On the other hand, when a special symbol classified as a losing symbol is specified and a variation pattern for a normal losing reach is specified, the sub-control CPU51 determines a symbol combination for a normal losing reach based on the performance symbol.
[0073] Also, when the sub-control CPU51 inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. The control for executing various effects will be described in detail later. After that, the sub-control CPU51 controls the effect display device EH to start the variable display of the effect patterns of each pattern row. That is, the sub-control CPU51 starts the effect game. Specifically, the sub-control CPU51 controls the effect display device EH to variably display three rows of effect patterns. Also, the sub-control CPU51 controls the execution of various effects that have been determined. Next, when a predetermined timing arrives after starting the effect game, the sub-control CPU51 temporarily stops and displays the effect patterns of each pattern row, and then, upon input of the all pattern stop command, causes the effect patterns of each pattern row to be fixed and stopped and displayed. In addition, the sub-control CPU 51 may display the performance symbols of each symbol row in a fixed stop state upon the lapse of a variable time set in the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0074] Thereafter, the sub-control CPU51 controls the performance display device EH to end the performance game by ending the fixed stop display of the performance pattern when the fixed stop time of the special pattern has elapsed.
[0075] Next, the big win effect processing for executing effects during big win game will be described. The big win performance process is a process for executing a performance during a big win game (hereinafter referred to as a big win performance). When an opening command is input, the sub-control CPU51 controls the performance device group to execute an opening performance. When a round command is input, the sub-control CPU51 controls the performance device group to execute a round performance. When an ending start command is input, the sub-control CPU51 controls the performance device group to execute an ending performance. When an ending end command is input, the sub-control CPU51 controls the performance device group to end the ending performance.
[0076] Next, processing related to the game state will be described. When the sub-control CPU51 inputs a game state command from the main control CPU42, the sub-control CPU51 stores a value capable of identifying a game state specified from the input game state command in the sub-operation flag of the sub-control RAM53. Furthermore, the sub-control CPU51 stores a value capable of identifying an upper limit number specified from the input game state command in the sub-upper limit number flag of the sub-control RAM53. Furthermore, when the sub-control CPU51 is controlled in the time-saving state, it updates the value of the sub-upper limit number flag every time a special game is executed. At this time, the sub-control CPU51 may update the value of the sub-upper limit number flag triggered by inputting a variation pattern designation command, or may update the value of the sub-upper limit number flag triggered by inputting a special symbol designation command. Moreover, the sub-control CPU51 may update the value of the sub-upper limit number flag triggered by inputting an all symbol stop command. In this way, the sub-control CPU51 can identify the current game state and the upper limit number.
[0077] Next, the effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described. The pachinko game machine 10 of this embodiment can execute a pseudo-sequential performance in which a variation cycle accompanied by variation of the performance symbols is executed multiple times during the execution of one variation game. In other words, the pseudo-sequential performance is a performance that makes it look as if multiple variation games are executed consecutively during the execution of one variation game.
[0078] In the pseudo-sequential performance, a variation cycle is executed multiple times (two or three times in this embodiment), with one cycle being from when the variation display of the performance symbols starts until the performance symbols of all columns are temporarily stopped. Note that the variation cycle does not have to be one cycle from when the variation display of the performance symbols starts until the performance symbols of all columns are temporarily stopped. For example, the variation cycle may be one cycle from when the variation display of the performance symbols starts until the performance symbols of some pattern columns are temporarily stopped, or may be one cycle from when the variation display of the performance symbols starts until a predetermined image is displayed. That is, in the pseudo-sequential performance, it is sufficient that the change of the variation cycle can be recognized, and which period is set as one variation cycle can be changed appropriately. In this embodiment, it is possible to specify that the more the number of variation cycles executed in the pseudo-sequential performance, the higher the expectation of the jackpot display result being derived in the variation game being executed. In the following description, the expectation of the jackpot display result being derived is simply referred to as the "jackpot expectation".
[0079] In this embodiment, when the pseudo continuous performance is executed, the performance display device EH starts displaying the change of the performance symbols, and then displays the performance symbols of all the columns in a specific combination, and then starts displaying the change of the performance symbols of all the columns again. In this embodiment, the specific combination is, for example, a combination of performance symbols in which a continuation notification symbol that notifies the execution of the next change cycle in the middle column is temporarily stopped and displayed. In this embodiment, the continuation notification symbol is a performance symbol that is not displayed if the next change cycle is not executed. In the case where the number of change cycles executed in the pseudo continuous performance is two, the performance display device EH stops displaying the performance symbols of all the columns in the second change cycle, and then displays the combination of the performance symbols that were temporarily stopped and displayed as a fixed stop.
[0080] On the other hand, when the number of variation cycles executed in the pseudo continuous performance is three, in the performance display device EH, in the second variation cycle, the performance symbols of all the rows are temporarily stopped and displayed again in a specific combination, and then the variation display of the performance symbols of all the rows is started again. Then, in the performance display device EH, after the performance symbols of all the rows are temporarily stopped and displayed in the third variation cycle, the combination of the performance symbols that were temporarily stopped and displayed is displayed as a fixed stop.
[0081] The pachinko game machine 10 of this embodiment can execute a dialogue effect in which a predetermined character utters a predetermined line during the execution of a variable game. In this embodiment, the dialogue effect corresponds to a specific effect. In particular, in this embodiment, the dialogue effect corresponds to a first specific effect.
[0082] As shown in FIG. 4(a), in the dialogue performance, a character image G1 imitating a predetermined character and a dialogue image G2 showing a predetermined line are displayed on the performance display device EH, and a dialogue sound corresponding to the predetermined line is output from the speaker SP. In this embodiment, the dialogue performance, particularly the output of the dialogue sound, corresponds to a specific sound performance. In this embodiment, there are multiple types of lines in the dialogue performance. In this embodiment, the type of line in the dialogue performance suggests the expected probability of a jackpot. In this embodiment, when the pseudo-continuous performance is executed, the dialogue performance can be executed during the first and second variation cycles, but is not executed during the third variation cycle.
[0083] The pachinko game machine 10 of this embodiment can execute a cut-in effect in which a predetermined image is cut in during the execution of the variable game. In this embodiment, the cut-in effect corresponds to a specific effect. In particular, in this embodiment, the cut-in effect corresponds to a second specific effect.
[0084] As shown in FIG. 4(b), in the cut-in performance, a cut-in image G3 is displayed on the performance display device EH, and a cut-in sound corresponding to the cut-in image G3 is output from the speaker SP. In this embodiment, among the cut-in performances, the output of the cut-in sound particularly corresponding to the cut-in image G3 corresponds to a specific sound performance. In this embodiment, there are multiple types of cut-in images G3. In this embodiment, the type of cut-in image G3 in the cut-in performance indicates the expected probability of a jackpot. In this embodiment, the cut-in performance can be performed during any of the first, second, and third variation cycles when a pseudo-continuous performance is performed.
[0085] The pachinko gaming machine 10 of this embodiment is capable of executing a character group presentation in which a plurality of mini-characters are displayed during execution of a variable game. As shown in FIG. 4(c), in the character group presentation, multiple mini character images G4 are displayed on the presentation display device EH. In this embodiment, when the character group presentation is executed, it is suggested that the expectation of a big win is higher than when the character group presentation is not executed. That is, in this embodiment, the character group presentation is an example of an expectation suggestion presentation. Note that, in this embodiment, the character group presentation can be executed during any of the first, second, and third variation cycles when the pseudo continuous presentation is executed.
[0086] The pachinko game machine 10 of this embodiment can execute a voice effect that is executed in a manner of outputting the voice of a predetermined character during the execution of a variable game. In this embodiment, the voice effect corresponds to a special effect and a special voice effect. Also, in this embodiment, the voice effect corresponds to a special effect.
[0087] In the voice performance, a voice performance sound corresponding to the voice of a predetermined character is output from the speaker SP. In this embodiment, there are multiple types of voice performance sounds. In this embodiment, the type of voice performance sound in the voice performance suggests the probability of a big win. In this embodiment, the voice performance can be executed during any of the first, second, and third variation cycles when the pseudo continuous performance is executed.
[0088] The pachinko gaming machine 10 of this embodiment is capable of executing a specific movable object effect that is executed in a manner in which the performance movable object KD operates during execution of a variable game. In the specific movable body performance, the performance movable body KD moves from the first position P1 to the second position P2, and then moves from the second position P2 to the first position P1. In this embodiment, when the specific movable body performance is executed, it is suggested that the expectation of a big win is higher than when the specific movable body performance is not executed. In this embodiment, the specific movable body performance can be executed during any of the first, second, and third fluctuation cycles when the pseudo continuous performance is executed.
[0089] The pachinko gaming machine 10 of the present embodiment is capable of executing reach effects during execution of a variable game. In this embodiment, the reach performance includes a normal reach performance and a super reach performance. The super reach performance is a performance that suggests a higher expectation of a jackpot than the normal reach performance. In this embodiment, the normal reach performance can be executed during any of the first, second, and third variation cycles when the pseudo continuous performance is executed. The super reach performance can be executed during the final variation cycle in the variation game being executed, regardless of whether the pseudo continuous performance is executed or not. That is, the super reach performance can be executed during the first variation cycle when the pseudo continuous performance is not executed. In addition, the super reach performance can be executed during the second variation cycle when the pseudo continuous performance is executed and two variation cycles are executed during one variation game, and can be executed during the third variation cycle when the pseudo continuous performance is executed and three variation cycles are executed during one variation game.
[0090] 5, the pachinko game machine 10 of this embodiment can execute an operation instruction effect that prompts the player to operate the effect button D1 during the execution of the super reach effect, and can execute a result notification effect that notifies the player of the result of the variable game after the operation instruction effect ends. In this embodiment, the operation instruction effect corresponds to a specific operation instruction effect.
[0091] As shown in Fig. 5(a), in the operation instruction performance, an operation prompting image G5 consisting of a button image imitating the performance button D1 and a character string encouraging the operation of the performance button D1 is displayed on the performance display device EH. Also, as shown in Figs. 5(b) and (c), in the result notification performance, a result notification image notifying the result of the variable game is displayed on the performance display device EH. Specifically, in the result notification performance, when a jackpot display result is displayed in the running variable game, a win result notification image G6 indicating a jackpot is displayed (Fig. 5(b)). On the other hand, in the result notification performance, when a loss display result is displayed in the running variable game, a loss result notification image G7 indicating a loss is displayed (Fig. 5(c)).
[0092] Furthermore, the pachinko gaming machine 10 of this embodiment can execute background music presentations that output predetermined background music during the execution of the variable game, during the jackpot game, and during the standby state. In the background music performance, one of the plurality of kinds of background music is output from the speaker SP. In this embodiment, when the pseudo continuous performance is executed in the background music performance, the same background music may be output over a plurality of variation cycles, which may be a part or all of the first, second, and third variation cycles.
[0093] Next, the effect customization function in the pachinko gaming machine 10 of this embodiment will be described. The pachinko gaming machine 10 of the present embodiment has, as one of the customization functions, a volume setting function for setting the volume of the sound effects.
[0094] As shown in Fig. 6, the pachinko gaming machine 10 allows the volume level for determining the volume in the sound effects to be set from a total of 10 levels, from volume level 1 to volume level 10, by a predetermined setting operation. In this embodiment, the volume in the sound effects is the smallest at volume level 1, and increases in the order of 1<2<3<4<5<6<7<8<9<10. Also, in this embodiment, the volume level is configured to be volume level 10 if no volume level setting operation is performed. In other words, in this embodiment, the initial volume level is set to volume level 10.
[0095] In this embodiment, the volume setting function allows the presentation mode of the audio presentation to be changed. In particular, in this embodiment, the volume of the dialogue presentation, cut-in presentation, voice presentation, and background music presentation changes as the volume level is changed by the volume setting function. That is, in this embodiment, the volume of the dialogue presentation, cut-in presentation, voice presentation, and background music presentation changes according to the volume level set by the volume setting function.
[0096] Furthermore, the pachinko gaming machine 10 of this embodiment has, as one of the customization functions, a presentation style change function for adjusting the volume of the sound presentation in accordance with the progress of the variable game being executed.
[0097] As shown in Fig. 7, the pachinko gaming machine 10 can adjust the volume of the sound presentation by selecting one of a plurality of presentation styles through a predetermined setting operation. Specifically, in this embodiment, by changing the presentation style using the presentation style change function, it is possible to execute the sound presentation at a volume corresponding to a volume stage different from the volume stage set by the volume setting function. There are four types of presentation styles in this embodiment: "normal", "low", "exciting", and "chance special".
[0098] As shown in Fig. 7(a), when the presentation style is "normal", the sound effects of the dialogue, cut-in, voice, and background music are executed at a volume corresponding to the set volume level. In other words, when the presentation style is "normal", the volume of each sound effect is not adjusted.
[0099] On the other hand, as shown in Figures 7(b) to (d), when the presentation style is either "modest," "exciting," or "chance-focused," each audio presentation of the dialogue presentation, cut-in presentation, and background music presentation may be executed at a volume corresponding to a volume stage different from the set volume stage.
[0100] Specifically, as shown in FIG. 7(b), when the presentation style is "modest", in the second variation cycle, the dialogue presentation and background music presentation are executed at a volume corresponding to a volume step one step lower than the set volume step. Furthermore, when the presentation style is "modest", in the third variation cycle, the cut-in presentation and background music presentation are executed at a volume corresponding to a volume step one step lower than the set volume step. In other words, when the presentation style is "modest", in the second and third variation cycles, the volume of the voice presentation may be lower than in the first variation cycle.
[0101] As shown in FIG. 7(c), when the presentation style is "excitement", in the second variation cycle, the dialogue presentation and background music presentation are executed at a volume corresponding to a volume step one step higher than the set volume step. Furthermore, when the presentation style is "excitement", in the third variation cycle, the cut-in presentation and background music presentation are executed at a volume corresponding to a volume step one step higher than the set volume step. In other words, when the presentation style is "excitement", in the second and third variation cycles, the volume of the voice presentation may be louder than in the first variation cycle.
[0102] As shown in FIG. 7(d), when the presentation style is "chance specialization", in the second variation cycle, the dialogue presentation and background music presentation are executed at a volume corresponding to a volume step one step higher than the set volume step. Furthermore, when the presentation style is "chance specialization", in the third variation cycle, the cut-in presentation and background music presentation are executed at a volume corresponding to a volume step two steps higher than the set volume step. That is, when the presentation style is "chance specialization", in the second and third variation cycles, the volume of the audio presentation may be louder than in the first variation cycle. In particular, when the presentation style is "chance specialization", in the third variation cycle, the volume of the audio presentation may be even louder than in the second variation cycle.
[0103] On the other hand, voice effects are always executed at a volume corresponding to the set volume level, even if the effect style is "modest," "exciting," or "chance-focused."
[0104] By such a presentation style change function, in this embodiment, the presentation mode of some of the audio presentations can be made different between the first variation cycle in one variation game and the second and third variation cycles. In this embodiment, the period in which the first variation cycle is executed in one variation game corresponds to the specified period. Also, in this embodiment, the period in which the second and third variation cycles are executed in one variation game corresponds to the specific period. In particular, in this embodiment, the period in which the second variation cycle is executed in one variation game corresponds to the first specific period, and the period in which the third variation cycle is executed in one variation game corresponds to the second specific period. In this embodiment, the first specific period is a period that is started with the start of the second variation cycle as a trigger, and the second specific period is a period that is started with the start of the third variation cycle as a trigger. Therefore, it can be said that the first specific period and the second specific period are periods that have different start triggers.
[0105] According to such a presentation style change function, in the dialogue presentation, the cut-in presentation, and the background music presentation, even if the volume stage is not adjusted during the execution of the variation game, the volume at which the sound is output may be different between the first variation cycle and the second or third variation cycle in the variation game. That is, even if the volume stage set in the first variation cycle and the second or third variation cycle in one variation game is the same, the dialogue presentation, the cut-in presentation, and the background music presentation may be executed at different volumes between the specific period and the specified period during the execution of the variation game when a predetermined presentation style is set by the presentation style change function, even if the presentation style is not changed again during the execution of the variation game and the volume stage is not changed.
[0106] On the other hand, in the voice performance, if the volume level is not adjusted during the execution of the variation game, the volume at which the sound is output is the same in the first variation cycle and the second or third variation cycle in the variation game. That is, when the volume level set in the first variation cycle and the second or third variation cycle in one variation game is the same, the voice performance is executed at the same volume. In other words, when the volume level set by the setting operation using the performance button D1 and the cross key D2 is the same in the specific period and the specified period, the voice performance is executed in the same performance mode.
[0107] Furthermore, the pachinko gaming machine 10 of this embodiment has, as one of the customization functions, a character selection function for changing the mode of some of the presentations. Specifically, the pachinko gaming machine 10 can change the manner of the dialogue presentation and the voice presentation by selecting one of a plurality of types of characters through a predetermined setting operation. When a character is selected by the character selection function, an image of the selected character is displayed as a character image G1 in the dialogue presentation, and a dialogue voice of the selected character is output. Also, when a character is selected by the character selection function, a voice presentation sound corresponding to the selected character is output in the voice presentation. That is, in this embodiment, the presentation manner of the dialogue presentation and the voice presentation changes according to the character selected by the character selection function.
[0108] Next, control relating to the customization function will be described. In this embodiment, the sub-control CPU 51 performs the following control to realize a function as a customization means capable of customizing the performance.
[0109] In this embodiment, the sub-control CPU 51 sets a volume stage by storing a predetermined value in a volume stage flag in the sub-control RAM 53. The sub-control CPU 51 also sets a presentation style by storing a predetermined value in a presentation style flag in the sub-control RAM 53. Furthermore, the sub-control CPU 51 sets a character by storing a predetermined value in a character flag in the sub-control RAM 53.
[0110] When the effect button D1 is operated during the standby state, the sub-control CPU 51 controls to the menu display state. In the menu display state, the sub-control CPU 51 of this embodiment can set the volume level, change the effect style, and select the character among the customization functions.
[0111] In the menu display state, when the up key D2u and the down key D2d are operated, the sub-control CPU 51 stores a value capable of identifying one of the contents that can be set in the menu display state in the selection flag. In other words, in the menu display state of this embodiment, by operating the up key D2u and the down key D2d, one of the contents that can be set in the menu display state is selected, and a value capable of identifying the selected content is stored in the selection flag. That is, the selection flag of this embodiment is a flag capable of identifying which of the contents that can be set in the menu display state is to be set.
[0112] As described above, the contents that can be set in the menu display state of this embodiment include the volume level, the presentation style, and the character. In the menu display state, when the up key D2u and the down key D2d are operated, the sub-control CPU 51 stores a value that can identify any of the contents of the volume level, the presentation style, and the character in the selection flag. In the menu display state, when the left key D2l and the right key D2r are operated, the sub-control CPU 51 updates the value of the flag corresponding to the content that can be identified from the value of the selection flag.
[0113] For example, when a value that can identify a volume stage is stored in the selection flag, the sub-control CPU 51 updates the value of the volume stage flag when the left key D2l and the right key D2r are operated. Specifically, when the left key D2l is operated, the sub-control CPU 51 acquires the value of the volume stage flag and stores a value indicating a volume stage that is one step lower than the volume stage that can be identified from the acquired value in the volume stage flag. At this time, when the volume stage that can be identified from the value of the volume stage flag is the minimum volume stage (volume stage 1 in this embodiment), the sub-control CPU 51 does not update the value of the volume stage flag. Also, when the right key D2r is operated, the sub-control CPU 51 acquires the value of the volume stage flag and stores a value indicating a volume stage that is one step higher than the volume stage that can be identified from the acquired value in the volume stage flag. At this time, when the volume stage that can be identified from the value of the volume stage flag is the maximum volume stage (volume stage 10 in this embodiment), the sub-control CPU 51 does not update the value of the volume stage flag.
[0114] When a value that can specify a presentation style is stored in the selected flag, the sub-control CPU51 updates the value of the presentation style flag. In this embodiment, the presentation style flag stores any one of a value that can specify "normal", a value that can specify "modest", a value that can specify "boosting", and a value that can specify "chance specialization". Specifically, when the left key D2l is operated and when the right key D2r is operated, the sub-control CPU51 updates the value of the presentation style flag in a predetermined order. For example, each time the left key D2l is operated, the sub-control CPU51 updates the value of the presentation style flag so that a presentation style that can be specified is set (changed) in the order of "normal" → "modest" → "boosting" → "chance specialization" → "normal" → .... Also, for example, each time the right key D2r is operated, the sub-control CPU51 updates the value of the presentation style flag so that a presentation style that can be specified is set (changed) in the order of "normal" → "chance specialization" → "boosting" → "modest" → "normal" → ....
[0115] When a value that can identify a character is stored in the selected flag, the sub-control CPU 51 updates the value of the character flag. In this embodiment, the character flag stores any one of a value that can identify "character A", a value that can identify "character B", and a value that can identify "character C". Specifically, when the left key D2l is operated and when the right key D2r is operated, the sub-control CPU 51 updates the value of the character flag in a predetermined order. For example, each time the left key D2l is operated, the sub-control CPU 51 updates the value of the character flag so that the identifiable characters are set (changed) in the order of "character A" → "character B" → "character C" → "character A" → .... Also, for example, each time the right key D2r is operated, the sub-control CPU 51 updates the value of the character flag so that the identifiable characters are set (changed) in the order of "character A" → "character C" → "character B" → "character A" → ....
[0116] Then, in the menu display state, the sub-control CPU51 ends the menu display state when the performance button D1 is operated. Also, when the sub-control CPU51 controls to the menu display state, it starts measuring a predetermined time limit by starting updating the time limit timer in the sub-control RAM53. After that, in the menu display state, the sub-control CPU51 ends the menu display state when the predetermined time limit has elapsed.
[0117] As shown in Fig. 8(a), the sub-control CPU51 controls the effect display device EH to display a predetermined menu screen by controlling to the menu display state, and to end the display of the menu screen by ending the menu display state. On the menu screen, a first customization image C1 is displayed, which indicates the contents that can be set during the menu display state. Also, on the menu screen, a second customization image C2 is displayed, which indicates the current setting contents of the contents that can be set during the menu display state. Furthermore, on the menu screen, a third customization image C3 is displayed, which indicates that the menu display state can be ended by operating the effect button D1.
[0118] In this embodiment, an image showing the contents that can be set during the menu display state and an image showing the selected contents are displayed as the first customization image C1. Specifically, in this embodiment, the images showing the contents that can be set during the menu display state are an image imitating the character string "character", an image imitating the character string "performance style", and an image imitating the character string "volume". Therefore, in this embodiment, the contents that can be set during the menu display state can be specified. Also, in this embodiment, the image showing the selected contents is an image imitating a star. Then, in this embodiment, the sub-control CPU51 displays an image imitating a star at a position corresponding to the contents that can be specified from the value of the selection flag. Specifically, the sub-control CPU51 displays an image imitating a star to the left of the image corresponding to the contents that can be specified from the value of the selection flag. For example, when the contents that can be specified from the value of the selection flag are characters, the sub-control CPU51 displays an image imitating a star to the left of the image imitating the character string "character".
[0119] Also, in this embodiment, an image showing the current setting content is displayed as the second customization image C2 for each of the contents that can be set in the menu display state. Specifically, in this embodiment, the sub-control CPU 51 displays, as the second customization image C2, an image showing the set character based on the value of the character flag. In this embodiment, the images showing the set character are an image imitating the character string "character A," an image imitating the character string "character B," and an image imitating the character string "character C."
[0120] In this embodiment, the sub-control CPU51 displays, as the second customization image C2, an image indicating the set presentation style based on the value of the presentation style flag. In this embodiment, the images indicating the set presentation style are an image imitating the character string "Normal", an image imitating the character string "Modest", an image imitating the character string "Boost", and an image imitating the character string "Chance Specialized".
[0121] Furthermore, in this embodiment, the sub-control CPU 51 displays an image indicating the set volume stage based on the value of the volume stage flag as the second customization image C2. In this embodiment, the image indicating the set volume stage is an image imitating numbers 1 to 10 corresponding to the volume stages 1 to 10.
[0122] In addition, in this embodiment, the sub-control CPU51 displays, as the third customization image C3, an image imitating the character string "END" and an image imitating the effect button D1. Therefore, in this embodiment, it is possible to specify that an operation for ending the menu display state using the effect button D1 is possible.
[0123] In addition, even when the sub-control CPU 51 is not in the menu display state, it is possible to set the volume level and change the presentation style, which are customization functions. When the menu is not displayed, the sub-control CPU 51 updates the value of the volume stage flag when the up key D2u and the down key D2d are operated. Specifically, when the down key D2d is operated, the sub-control CPU 51 acquires the value of the volume stage flag and stores a value indicating a volume stage one step lower than the volume stage that can be specified from the acquired value in the volume stage flag. At this time, if the volume stage that can be specified from the value of the volume stage flag is the minimum volume stage (volume stage 1 in this embodiment), the sub-control CPU 51 does not update the value of the volume stage flag. Also, when the up key D2u is operated, the sub-control CPU 51 acquires the value of the volume stage flag and stores a value indicating a volume stage one step higher than the volume stage that can be specified from the acquired value in the volume stage flag. At this time, if the volume stage that can be specified from the value of the volume stage flag is the maximum volume stage (volume stage 10 in this embodiment), the sub-control CPU 51 does not update the value of the volume stage flag.
[0124] Also, when the menu is not displayed, the sub-control CPU51 updates the value of the presentation style flag in a predetermined order when the left key D2l and the right key D2r are operated. For example, the sub-control CPU51 updates the value of the presentation style flag so that the identifiable presentation styles are set (changed) in the following order each time the left key D2l is operated: "normal" → "modest" → "boosting" → "chance specialization" → "normal" → .... Also, for example, the sub-control CPU51 updates the value of the presentation style flag so that the identifiable presentation styles are set (changed) in the following order each time the right key D2r is operated: "normal" → "chance specialization" → "boosting" → "modest" → "normal" → ....
[0125] Then, as shown in Fig. 8(b), when the menu display state is not in progress, the sub-control CPU51 controls the performance display device EH to display a volume stage image OG that can identify the current volume stage, triggered by the operation of the up key D2u and the down key D2d. Also, when the sub-control CPU51 displays the volume stage image OG, it starts measuring a predetermined time by starting to update the volume stage notification timer in the sub-control RAM53. After that, when a predetermined time has elapsed since the sub-control CPU51 displayed the volume stage image OG, it ends the display of the volume stage image OG.
[0126] Also, when not in the menu display state, the sub-control CPU51 controls the performance display device EH to display a performance style image EG that can identify the current performance style, triggered by the operation of the left key D2l and the right key D2r. Also, when the sub-control CPU51 displays the performance style image EG, it starts measuring a predetermined time by starting to update the performance style notification timer in the sub-control RAM53. After that, when the predetermined time has elapsed since the sub-control CPU51 displayed the performance style image EG, it ends the display of the performance style image EG.
[0127] By the above-mentioned control, the sub-control CPU51 of this embodiment can adjust various aspects of the effects based on the setting operation by the effect button D1 and the cross key D2. In particular, the sub-control CPU51 can adjust the effect of the audio effects by changing the volume level based on the setting operation by the effect button D1 and the cross key D2. Also, the sub-control CPU51 can adjust the effect of the dialogue effect, the cut-in effect, and the background music effect among the audio effects by changing the effect style based on the setting operation by the effect button D1 and the cross key D2. Furthermore, the sub-control CPU51 can adjust the effect of the dialogue effect and the voice effect by changing the character based on the setting operation by the effect button D1 and the cross key D2.
[0128] Next, the control of the sub-control CPU 51 for executing each performance will be described. When the sub-control CPU 51 inputs a variation pattern designation command, it determines the execution of various presentations based on the variation pattern designated by the input variation pattern designation command.
[0129] For example, when a normal loss variation pattern is specified, the sub-control CPU51 controls the performance device group so as not to execute a reach performance. On the other hand, when a big win variation pattern or a loss reach variation pattern is specified, the sub-control CPU51 controls the performance device group so as to execute a reach performance corresponding to the specified variation pattern. At this time, when the reach performance corresponding to the variation pattern is a super reach performance, the sub-control CPU51 controls so as to execute a super reach performance in the final variation cycle of one variation game.
[0130] In addition, when the sub-control CPU51 executes the super reach effect, it controls the effect display device EH to display the operation prompt image G5 at a predetermined timing during the execution of the super reach effect, thereby executing the operation instruction effect. Then, when the effect button D1 is operated during the execution of the operation instruction effect, the sub-control CPU51 controls to end the operation instruction effect and execute the result notification effect. Similarly, when the effect button D1 is not operated during the execution of the operation instruction effect and a predetermined time has passed since the start of the operation instruction effect, the sub-control CPU51 controls to end the operation instruction effect and execute the result notification effect. When executing the result notification effect, the sub-control CPU51 controls to display the hit result notification image G6 when the jackpot display result is displayed in the running variable game, and to display the miss result notification image G7 when the miss display result is displayed in the running variable game.
[0131] In addition, in this embodiment, the variation pattern includes a variation pattern that does not include pseudo-continuous performance in the performance content during the variation game, and a variation pattern that includes pseudo-continuous performance in the performance content during the variation game. In other words, the variation pattern that does not include pseudo-continuous performance in the performance content during the variation game is a variation pattern in which the number of variation cycles in one variation game is set to "1 time". In addition, the variation pattern that includes pseudo-continuous performance in the performance content during the variation game includes a variation pattern in which the number of variation cycles in one variation game is set to "2 times" and a variation pattern in which the number of variation cycles in one variation game is set to "3 times".
[0132] When a variation pattern in which "1 time" is specified as the number of variation cycles in one variation game is specified, the sub-control CPU51 controls so as not to execute the pseudo continuous performance during the execution of the variation game. On the other hand, when a variation pattern in which "2 times" or "3 times" is specified as the number of variation cycles in one variation game is specified, the sub-control CPU51 controls so as to execute the pseudo continuous performance during the execution of the variation game.
[0133] In addition, when the sub-control CPU 51 inputs a variation pattern designation command, the sub-control CPU 51 executes a performance lottery using a predetermined random number to determine whether or not various performances can be executed. For example, in this embodiment, the sub-control CPU 51 determines whether or not a dialogue performance, a cut-in performance, a character group performance, a voice performance, and a specific movable body performance can be executed by the performance lottery.
[0134] When it is decided to execute the dialogue effect, the sub-control CPU 51 decides the execution timing of the dialogue effect by a predetermined lottery. At this time, when the variation pattern designated by the variation pattern designation command is a variation pattern in which the number of variation cycles in one variation game is set to "2 times" or "3 times", the sub-control CPU 51 can decide to execute the dialogue effect in each of the first and second variation cycles.
[0135] Furthermore, when it is determined that a dialogue performance is to be performed, the sub-control CPU51 determines a character in the dialogue performance based on the value stored in the character flag. Furthermore, the sub-control CPU51 determines one of a plurality of types of dialogue corresponding to the determined character. Then, the sub-control CPU51 controls the performance display device EH to display a character image G1 imitating the determined character and a dialogue image G2 showing the determined dialogue at a predetermined timing during the execution of the variation game, and controls the speaker SP to output a dialogue sound corresponding to the determined dialogue, thereby executing the dialogue performance. At this time, when the sub-control CPU51 executes a dialogue performance in the first variation cycle in one variation game, it controls the dialogue sound to be output at a volume corresponding to the set volume stage regardless of the set presentation style. Furthermore, when the sub-control CPU51 executes a dialogue performance in the second variation cycle in one variation game, it controls the dialogue sound to be output at a different volume depending on the set presentation style. Specifically, when the set presentation style is "normal", the sub-control CPU51 controls so that the dialogue voice is output at a volume corresponding to the set volume stage. When the set presentation style is "modest", the sub-control CPU51 controls so that the dialogue voice is output at a volume corresponding to a volume stage one step lower than the set volume stage. When the set presentation style is "exciting" or "chance specializing", the sub-control CPU51 controls so that the dialogue voice is output at a volume corresponding to a volume stage one step higher than the set volume stage.
[0136] In this way, the sub-control CPU51 can control the speech presentation to be different between the period when the first variation cycle is executed and the period when the second variation cycle is executed, even if no setting operation related to various customization functions is performed during the execution of the variation game, by setting the presentation style before the start of the variation game. For example, when the presentation style is set to "low" before the start of the variation game, the sub-control CPU51 can reduce the volume of the speech presentation in the second variation cycle compared to the first variation cycle.
[0137] When it is decided to execute the cut-in effect, the sub-control CPU51 decides the execution timing of the cut-in effect by a predetermined lottery. At this time, when the fluctuation pattern designated by the fluctuation pattern designation command is a fluctuation pattern in which the number of fluctuation cycles in one fluctuation game is set to "2 times" or "3 times", the sub-control CPU51 can decide to execute the cut-in effect in each of the first to third fluctuation cycles.
[0138] Also, when it is decided to execute a cut-in effect, the sub-control CPU51 decides one of the cut-in images G3 from among a plurality of kinds of cut-in images G3. Then, the sub-control CPU51 controls the effect display device EH to display the decided cut-in image G3 at a predetermined timing during execution of the variation game, and controls the speaker SP to output a cut-in sound corresponding to the decided cut-in image G3, thereby executing the cut-in effect. At this time, when the sub-control CPU51 executes a cut-in effect in the first or second variation cycle in one variation game, the sub-control CPU51 controls to output the cut-in sound at a volume corresponding to the set volume stage regardless of the set presentation style. Also, when the sub-control CPU51 executes a cut-in effect in the third variation cycle in one variation game, the sub-control CPU51 controls to output the cut-in sound at a different volume according to the set presentation style. Specifically, when the set presentation style is "normal", the sub-control CPU51 controls to output the cut-in sound at a volume corresponding to the set volume stage. When the set presentation style is "low key", the sub-control CPU51 controls so that the cut-in sound is output at a volume corresponding to a volume step one step lower than the set volume step. When the set presentation style is "high key", the sub-control CPU51 controls so that the cut-in sound is output at a volume corresponding to a volume step one step higher than the set volume step. When the set presentation style is "chance specialization", the sub-control CPU51 controls so that the cut-in sound is output at a volume corresponding to a volume step two steps higher than the set volume step.
[0139] In this way, the sub-control CPU51 can control the cut-in effect to be different between the period when the first variation cycle is executed and the period when the second variation cycle is executed, even if no setting operation related to various customization functions is performed during the execution of the variation game, by setting the presentation style before the start of the variation game. For example, when the presentation style is set to "low" before the start of the variation game, the sub-control CPU51 can reduce the volume of the cut-in effect in the third variation cycle compared to the first or second variation cycle.
[0140] When it is decided to execute the character group performance, the sub-control CPU51 decides the execution timing of the character group performance by a predetermined lottery. At this time, when the fluctuation pattern designated by the fluctuation pattern designation command is a fluctuation pattern in which the number of fluctuation cycles in one fluctuation game is set to "2 times" or "3 times", the sub-control CPU51 can decide to execute the character group performance in any one of the first to third fluctuation cycles. Also, when it is decided to execute the character group performance, the sub-control CPU51 executes the character group performance by controlling the performance display device EH to display multiple mini character images G4 at a predetermined timing during the execution of the fluctuation game.
[0141] When it is decided to execute the voice effect, the sub-control CPU 51 decides the execution timing of the voice effect by a predetermined lottery. At this time, when the fluctuation pattern designated by the fluctuation pattern designation command is a fluctuation pattern in which the number of fluctuation cycles in one fluctuation game is set to "2 times" or "3 times", the sub-control CPU 51 can decide to execute the voice effect in each of the first to third fluctuation cycles.
[0142] Furthermore, when it is determined that a voice performance is to be performed, the sub-control CPU51 determines a character in the voice performance based on the value stored in the character flag. Furthermore, the sub-control CPU51 determines a voice performance sound from among a plurality of types of voice performance sounds corresponding to the determined character. Then, the sub-control CPU51 executes the voice performance by controlling the speaker SP to output the determined voice performance sound at a predetermined timing during the execution of the variation game. At this time, the sub-control CPU51 controls the voice performance sound to be output at a volume corresponding to the set volume stage regardless of the set presentation style, regardless of which of the first to third variation cycles in one variation game the voice performance is to be executed.
[0143] According to this, even if the presentation style is set before the start of the variation game, the sub-control CPU 51 can control the voice presentation to be executed at a volume corresponding to the set volume stage during the period in which each of the first to third variation cycles is executed.
[0144] When it is decided to execute the specific movable object performance, the sub-control CPU51 decides the execution timing of the specific movable object performance by a predetermined lottery. At this time, when the fluctuation pattern specified by the fluctuation pattern designation command is a fluctuation pattern in which the number of fluctuation cycles in one fluctuation game is set to "2 times" or "3 times", the sub-control CPU51 can decide to execute the specific movable object performance in each of the first to third fluctuation cycles. Also, when it is decided to execute the specific movable object performance, the performance display device EH is controlled to operate the performance movable object KD at a predetermined timing during the execution of the fluctuation game, thereby executing the specific movable object performance.
[0145] Also, the sub-control CPU51 controls to execute background music presentation during the execution of the variation game and during the big win game. At this time, the sub-control CPU51 controls to output background music at a volume corresponding to the set volume stage regardless of the presentation style set in the first variation cycle or the second variation cycle in one variation game. Also, the sub-control CPU51 controls to output background music at a different volume according to the presentation style set in the third variation cycle in one variation game. Specifically, when the presentation style set is "normal", the sub-control CPU51 controls to output background music at a volume corresponding to the set volume stage. When the presentation style set is "low", the sub-control CPU51 controls to output background music at a volume corresponding to a volume stage one step lower than the set volume stage. When the presentation style set is "boost", the sub-control CPU51 controls to output background music at a volume corresponding to a volume stage one step higher than the set volume stage. When the set presentation style is "chance specialization", the sub-control CPU 51 controls so as to output the background music at a volume corresponding to a volume step two steps higher than the set volume step.
[0146] When the set volume stage is the minimum volume stage or the maximum volume stage, the sub-control CPU 51 may execute the dialogue performance, the cut-in performance, and the background music performance at a volume corresponding to the set volume stage, regardless of the set performance style. For example, when the set volume stage is the minimum volume stage, the sub-control CPU 51 executes the dialogue performance, the cut-in performance, and the background music performance at a volume corresponding to the set volume stage, even when the "modest" performance style is set. Also, when the set volume stage is the maximum volume stage, the sub-control CPU 51 executes the dialogue performance, the cut-in performance, and the background music performance at a volume corresponding to the set volume stage, even when the "boost" or "chance specialization" performance style is set.
[0147] According to the control for executing such various effects, the sub-control CPU 51 can differentiate the presentation manner of the various effects depending on the type of effect to be executed, the progress of the variable game, and the set presentation style.
[0148] For example, when the sub-control CPU51 sets the presentation style to "modest" before the start of the variation game, in the second variation cycle, the dialogue presentation and background music presentation are executed at a volume corresponding to a volume stage lower than the set volume stage, while the voice presentation is executed at a volume corresponding to the set volume stage. Also, when the sub-control CPU51 sets the presentation style to "modest" before the start of the variation game, in the third variation cycle, the cut-in presentation and background music presentation are executed at a volume corresponding to a volume stage lower than the set volume stage, while the voice presentation is executed at a volume corresponding to the set volume stage. According to this, in the second or third variation cycle, it can be said that the voice presentation can be executed at a volume higher than the volume of the dialogue presentation, the cut-in presentation, and the background music presentation.
[0149] Also, for example, if the sub-control CPU 51 sets the presentation style to "chance-specialized" before the start of the variation game, it is possible to control the volume of the background music presentation to be different between the second variation cycle and the third variation cycle.
[0150] Furthermore, when the presentation style is set to "modest," "exciting," or "chance-specialized," the sub-control CPU51 can control the volume of the dialogue presentation to be different between the first and second variation cycles. On the other hand, when the presentation style is set to "modest," "exciting," or "chance-specialized," the sub-control CPU51 can control the volume of the cut-in presentation to be different between the first and second variation cycles and the third variation cycle. That is, in this embodiment, the type of volume presentation in which the volume changes is different between the second variation cycle and the third variation cycle compared to the first variation cycle.
[0151] Next, the control of the sub-control CPU 51 when a plurality of effects are executed in an overlapping manner will be described. In this embodiment, the dialogue performance and the cut-in performance are executed at different times. Also, in this embodiment, the voice performance and the specific movable body performance are executed at different times. Furthermore, in this embodiment, the character group performance is executed at a different timing from any of the dialogue performance, the cut-in performance, the voice performance, and the specific movable body performance. On the other hand, in this embodiment, the dialogue performance and the cut-in performance may be executed with some or all of the time period overlapping with the voice performance or the specific movable body performance.
[0152] 9, when the execution periods of the dialogue production and the voice production overlap, the sub-control CPU 51 controls the dialogue selection so as to display the character image G1 and the dialogue image G2 but not to output the dialogue sound. In other words, when the execution periods of the dialogue production and the voice production overlap, the dialogue production is executed in a first special mode in which the display production for displaying the character image G1 and the dialogue image G2 is executed but the sound production for outputting the dialogue sound is not executed.
[0153] Similarly, when the execution periods of the cut-in performance and the voice performance overlap, the sub-control CPU 51 controls the cut-in selection so that the cut-in image G3 is displayed but the cut-in sound is not output. In other words, when the execution periods of the cut-in performance and the voice performance overlap, the cut-in performance is executed in a first special mode in which the display performance of displaying the cut-in image G3 is executed but the sound performance of outputting the cut-in sound is not executed.
[0154] In this manner, in this embodiment, the sub-control CPU51 can control the rendering modes of the dialogue rendering and the cut-in rendering to be different when the voice rendering is being executed and when the voice rendering is not being executed. In particular, in this embodiment, whether or not a predetermined sound is output in the dialogue rendering and the cut-in rendering may differ between when the voice rendering is being executed and when it is not being executed. In other words, in this embodiment, the dialogue rendering and the cut-in rendering are executed in different rendering modes between when the voice rendering is being executed and when it is not being executed.
[0155] Furthermore, when the execution periods of the dialogue performance and the specific movable body performance overlap, the sub-control CPU 51 controls the display of the character image G1 and the dialogue image G2 in the dialogue selection and the output of the dialogue voice at a volume corresponding to a volume step one step higher than the set volume step. In other words, when the execution periods of the dialogue performance and the specific movable body performance overlap, the dialogue performance is executed in a second special mode in which the display performance for displaying the character image G1 and the dialogue image G2 is executed and the voice performance for outputting the dialogue voice at a volume corresponding to a volume step one step higher than the set volume step is executed.
[0156] Similarly, when the execution periods of the cut-in performance and the specific movable body performance overlap, the sub-control CPU 51 controls the cut-in selection so that the cut-in image G3 is displayed and the cut-in sound is output at a volume corresponding to a volume step one step higher than the set volume step. In other words, when the execution periods of the cut-in performance and the specific movable body performance overlap, the cut-in performance is executed in a second special mode in which a display performance that displays the cut-in image G3 is executed and a sound performance is executed in a mode in which the cut-in sound is output at a volume corresponding to a volume step one step higher than the set volume step.
[0157] In this manner, in this embodiment, the sub-control CPU51 can control the different presentation modes of the dialogue presentation and the cut-in presentation when the specific movable body presentation is being performed and when the specific movable body presentation is not being performed. In particular, in this embodiment, the volume of the dialogue presentation and the cut-in presentation may be different when the specific movable body presentation is being performed and when it is not being performed. In other words, in this embodiment, the dialogue presentation and the cut-in presentation are performed in different presentation modes when the specific movable body presentation is being performed and when it is not being performed.
[0158] In addition, when the execution periods of the dialogue performance or cut-in performance and the specific movable body performance overlap, and the volume of the dialogue performance and cut-in performance are adjusted based on the current performance style, the volume of the dialogue performance and cut-in performance is adjusted based on the performance style based on the volume when each performance is executed in the second special mode. For example, when the current volume stage is "5" and the current performance style is "Boost", when the execution periods of the dialogue performance and the specific movable body performance overlap in the second variation cycle, the dialogue performance is executed at a volume corresponding to the volume stage "7", which is two stages higher than the current volume stage "5".
[0159] Next, the control when a volume level setting operation is performed using the volume setting function while each performance is being executed will be described. First, for each of the dialogue effects, cut-in effects, voice effects, and background music effects, the control when a volume level setting operation is performed using the volume setting function while the effect is being executed will be described.
[0160] The sub-control CPU51 controls to change the volume of the currently executed performance when the volume stage is changed by the volume stage setting operation during execution of the dialogue performance, cut-in performance, voice performance, and background music performance. Specifically, when the volume stage is changed during execution of the dialogue performance, cut-in performance, voice performance, and background music performance, the sub-control CPU51 controls to continue each performance at the volume corresponding to the changed volume stage after the volume stage is changed. That is, in the pachinko game machine 10 of this embodiment, even during execution of each of the dialogue performance, cut-in performance, voice performance, and background music performance, the volume of the currently executed performance can be changed by the volume stage setting operation using the volume setting function.
[0161] Next, for each of the dialogue effects, cut-in effects, and background music effects, the control when a presentation style setting operation is performed using the presentation style change function while the effect is being executed will be described.
[0162] The sub-control CPU51 can control the change of the volume of the currently executed performance when the performance style is changed by the performance style setting operation during the execution of the dialogue performance, the cut-in performance, and the background music performance. Specifically, when the performance style is changed during the execution of the dialogue performance, the cut-in performance, and the background music performance, the sub-control CPU51 can execute fade control to gradually change the volume of each performance from the volume corresponding to the performance style before the change to the volume corresponding to the performance style after the change for a predetermined time after the performance style is changed. That is, in the pachinko game machine 10 of this embodiment, even during the execution of each of the dialogue performance, the cut-in performance, and the background music performance, the volume of the currently executed performance can be changed by the performance style setting operation by the performance style change function.
[0163] A specific example of the flow of presentation in the pachinko gaming machine 10 of this embodiment will be described below. In the example shown in FIG. 10, a variation game is started based on a variation pattern in which the number of variation cycles is set to "3", and the volume stage is set to "5" and the presentation style is set to "normal" (time t0). After that, in this example, the volume stage is changed from "5" to "4" during the execution of the first variation cycle (time t3). Also, in this example, the presentation style is changed from "normal" to "boost" during the execution of the second variation cycle (time t7), and further changed to "low" during the execution of the third variation cycle (time t13).
[0164] In this case, the sub-control CPU 51 controls the background music to be output at a volume corresponding to the current volume stage when outputting the background music in the background music performance. Here, when the sub-control CPU 51 changes the volume of the background music in association with a change in the volume stage by a setting operation using the volume setting function, the sub-control CPU 51 controls the background music to be output at a volume corresponding to the changed volume stage when the volume stage is changed (time t3). On the other hand, when the sub-control CPU 51 changes the volume of the background music in association with a change in the performance style by a setting operation using the performance style change function, the sub-control CPU 51 controls the volume to be changed stepwise over a predetermined time after the performance style is changed by executing fade control (times t7 to t9, t13 to t15).
[0165] For example, when the presentation style is changed from "normal" to "boost" while the volume level is "4", the sub-control CPU 51 outputs the background music at a volume level corresponding to volume level "4" immediately after the presentation style is changed (time t7), gradually increases the volume as time passes, and controls the volume to correspond to volume level "5" after a predetermined time has passed (time t9). Also, when the presentation style is changed from "boost" to "low" while the volume level is "4", the sub-control CPU 51 outputs the background music at a volume level corresponding to volume level "5" immediately after the presentation style is changed (time t13), gradually decreases the volume as time passes, and controls the volume to correspond to volume level "3" after a predetermined time has passed (time t14).
[0166] In this manner, in this embodiment, the sub-control CPU 51 can execute fade control during execution of the variation game. In particular, in this embodiment, the sub-control CPU 51 can execute fade control during any period during which the variation cycle is executed during the period during which the variation game is executed.
[0167] When executing a dialogue performance, the sub-control CPU51 controls the dialogue performance to be executed at a volume corresponding to the current volume stage, the current performance style, and the number of the current variation cycle. Specifically, when the sub-control CPU51 executes a dialogue performance during execution of the first variation cycle and the performance style is "normal", the sub-control CPU51 executes the dialogue performance at a volume corresponding to the current volume stage (times t1 to t2). For example, from time t1 to t2, since the volume stage is "5", the sub-control CPU51 executes the dialogue performance at a volume corresponding to the volume stage "5".
[0168] Also, when the sub-control CPU 51 executes a dialogue performance during the second variation cycle and the performance style is "boost", the sub-control CPU 51 executes the dialogue performance at a volume corresponding to a volume step one step higher than the current volume step (times t8 to t9). For example, from time t8 to t9, since the volume step is "4", the sub-control CPU 51 executes the dialogue performance at a volume corresponding to the volume step "5", which is one step higher than the volume step "4".
[0169] Also, when executing a cut-in performance, the sub-control CPU51 controls the cut-in performance to be executed at a volume corresponding to the current volume stage, the current performance style, and the number of the current variation cycle, in the same manner as when executing a dialogue performance. Specifically, when executing a cut-in performance during the first variation cycle and the performance style is "normal", the sub-control CPU51 executes the cut-in performance at a volume corresponding to the current volume stage (times t4 to t5). For example, during times t4 to t5, the sub-control CPU51 executes the cut-in performance at a volume corresponding to the volume stage "4" since the volume stage is "4". Also, when executing a cut-in performance during the second variation cycle and the performance style is "boost", the sub-control CPU51 executes the cut-in performance at a volume corresponding to the current volume stage (times t10 to t11). For example, from time t10 to time t11, since the volume level is "4", the sub control CPU 51 executes a cut-in effect at a volume level corresponding to the volume level "4".
[0170] On the other hand, when the sub-control CPU 51 executes a cut-in performance during the third variation cycle and the performance style is "low", the sub-control CPU 51 executes the cut-in performance at a volume corresponding to a volume step one step lower than the current volume step (times t16 to t17). For example, from time t16 to t17, since the volume step is "4", the sub-control CPU 51 executes the cut-in performance at a volume corresponding to the volume step "3", which is one step lower than the volume step "4".
[0171] When executing a voice effect, the sub-control CPU 51 controls the voice effect to be executed at a volume corresponding to the current volume stage, regardless of the current effect style and the number of the current fluctuation cycle. For example, from time t16 to t17, since the volume stage is "4", the sub-control CPU 51 executes the voice effect at a volume corresponding to the volume stage "4".
[0172] When executing a dialogue performance, a cut-in performance, or a voice performance while executing fade control on the volume of the background music performance, the sub-control CPU51 executes the performance at the same volume from the start to the end of each performance without executing fade control on the volume of each of the dialogue performance, the cut-in performance, and the voice performance. In other words, in this embodiment, the volume of each of the dialogue performance, the cut-in performance, and the voice performance is not changed by fade control.
[0173] For example, from time t8 to t9, when the sub-control CPU 51 executes a dialogue performance while executing fade control on the volume of the background music performance, the sub-control CPU 51 executes the dialogue performance at a volume corresponding to volume stage "5" from the start point (time t8) to the end point (time t9) of the dialogue performance without executing fade control on the voice of the dialogue performance. Also, from time t14 to t15, when the sub-control CPU 51 executes a voice performance while executing fade control on the volume of the background music performance, the sub-control CPU 51 executes the voice performance at a volume corresponding to volume stage "4" from the start point (time t14) to the end point (time t15) of the voice performance without executing fade control on the voice of the voice performance.
[0174] Furthermore, even if a dialogue performance, a cut-in performance, or a voice performance is executed during the execution of fade control regarding the volume of the background music performance, the sub-control CPU 51 does not end the fade control when the dialogue performance, the cut-in performance, or the voice performance is executed. That is, in this embodiment, the sub-control CPU 51 can continue to execute fade control even if a dialogue performance, a cut-in performance, or a voice performance is executed during the execution of fade control regarding the volume of the background music performance.
[0175] The effects of this embodiment will be described. (1) According to this embodiment, by setting the presentation style before the start of the variation game, the player can change the volume of a predetermined sound presentation depending on the number of variation cycles during the variation game, without having to set the volume and presentation style during the variation game. Therefore, this embodiment can prevent players who want each sound presentation to be performed at an appropriate volume depending on the situation from feeling annoyed. In this way, this embodiment can improve the convenience of adjusting the volume.
[0176] (2) When two or three variation cycles are executed during the execution of one variation game, a super reach effect including an operation instruction effect in the effect content may be executed in the final variation cycle. Also, when two or three variation cycles are executed during the execution of one variation game, if the effect style is set to "modest", a predetermined sound effect is executed in the second or third variation cycle at a volume lower than that of the first variation cycle. According to this, in this embodiment, by setting the effect style to "modest", when an operation instruction effect is executed in the final variation cycle of one variation game, it is possible to suppress the player's attention from being directed to the sound effect. Therefore, in this embodiment, it is possible to suppress a case where the operation instruction effect is executed but the player misses the operation instruction effect, which prevents the player from operating the operation means and reduces interest.
[0177] (3) In this embodiment, the character group performance is an expectation suggestion performance that suggests a higher expectation of a big win compared to when the character group performance is not executed. When two or three variation cycles are executed during the execution of one variation game, the character group performance may be executed in the second or third variation cycle. Here, in this embodiment, when the sound performance is executed in the second or third variation cycle during the execution of one variation game, the sound performance can be executed at a volume different from that when the sound performance is executed in the first variation cycle. Therefore, in this embodiment, the sound performance is executed at an appropriate volume during the period when the expectation suggestion performance is executed, thereby increasing the interest of the player.
[0178] (4) In this embodiment, the voice performance is executed at a volume corresponding to the current volume stage regardless of the current performance style, regardless of whether it is executed in the first to third variation cycles. On the other hand, the dialogue performance, cut-in performance, and background music performance may be executed at a volume corresponding to a different volume stage depending on the current performance style in the first variation cycle and the second or third variation cycle. As a result, in this embodiment, it is possible to enjoy the voice performance written at an appropriate volume depending on the type of voice performance, the timing at which the voice performance is executed, and the performance style when the voice performance is executed.
[0179] (5) In particular, in this embodiment, when the presentation style is "low," each of the dialogue presentation, cut-in presentation, and background music presentation may be executed at a volume corresponding to a volume stage lower than the current volume stage. As a result, in this embodiment, the voice presentation may be executed at a volume higher than each of the dialogue presentation, cut-in presentation, and background music presentation, so that the voice presentation can be emphasized to entertain the player.
[0180] (6) The volume of the voice performance does not change when the performance style is changed, but can be changed by changing the volume level through the setting operation of the volume setting function. In this embodiment, the voice performance can be executed at the volume desired by the player, allowing the player to enjoy the game.
[0181] (7) When a dialogue performance or a cut-in performance is executed during execution of a voice performance, no sound is output during the dialogue performance or the cut-in performance. Therefore, in this embodiment, it is possible to prevent a voice performance that is executed only by outputting sound from being difficult to recognize due to being executed at the same time as other voice performances.
[0182] (8) When a dialogue performance or a cut-in performance is executed during the execution of a specific movable body performance, the dialogue performance and the cut-in performance are executed at a volume corresponding to a volume stage higher than the current volume stage. According to this, in this embodiment, even when the display performance of the dialogue performance or the cut-in performance becomes difficult to see due to the movement of the performance movable body KD in the specific movable body performance, the voice performance of the dialogue performance or the cut-in performance can make it possible to recognize that each performance is being executed.
[0183] (9) In this embodiment, even if fade control is being performed on the volume of the background music performance, fade control is not performed on the volume of each of the dialogue performance, cut-in performance, and voice performance. As a result, in this embodiment, the performance can be performed at an appropriate volume depending on the type of audio performance.
[0184] (10) In this embodiment, even during the second or third variation cycle in the variation game, fade control of the volume of the background music presentation can be executed. As a result, in this embodiment, the presentation can be executed at an appropriate volume according to the situation, especially in the latter half of the variation game where the player's interest is thought to increase.
[0185] (11) In this embodiment, even if a dialogue performance, a cut-in performance, or a voice performance is executed while fade control regarding the volume of the background music performance is being executed, the fade control being executed continues to be executed, so that fade control can be executed appropriately.
[0186] (12) In this embodiment, by setting a predetermined presentation style, the volume of the sound presentation can be made different between the second and third fluctuation cycles, so that the sound presentation can be enjoyed at an appropriate volume according to the progress of the fluctuation game.
[0187] (13) In particular, when the presentation style is "chance-specialized," the volume of the background music presentation differs between the second and third fluctuation cycles, so that the sound presentation can be enjoyed at an appropriate volume according to the progress of the fluctuation game.
[0188] (14) In this embodiment, when the presentation style is any of “modest,” “exciting,” and “chance-focused,” the type of audio presentation whose volume changes is different between the second and third fluctuation cycles, so that the audio presentation can be enjoyed at an appropriate volume depending on the type of audio presentation.
[0189] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0190] The present invention may be embodied in a pachinko gaming machine 10 having a backup function for backing up the contents stored in the sub-control RAM 53. In this case, the sub-control CPU 51 may execute either the control for erasing the contents stored in the sub-control RAM 53 or the control for restoring the contents stored in the sub-control RAM 53 based on the backed-up information, depending on whether a predetermined operation is performed when the power is turned on to the pachinko gaming machine 10. Here, the stored contents backed up by the backup function may include the contents set by the customization function, or may include information regarding the currently executed performance. In addition, in this case, when the power supply to the pachinko gaming machine 10 is cut off, the performance mode of the sound performance in some or all of the variation cycles in the currently executed variation game may be the same when the control for erasing the contents stored in the sub-control RAM 53 is performed when the power is turned on thereafter and when the control for restoring the contents stored in the sub-control RAM 53 is performed. For example, when the power supply to the pachinko gaming machine 10 is cut off during the execution of the variation game, the sub-control CPU 51 may not execute the dialogue effect in the first variation cycle when the control to erase the storage contents of the sub-control RAM 53 is performed when the power is turned on after that and when the control to restore the storage contents of the sub-control RAM 53 is performed. Also, when the power supply to the pachinko gaming machine 10 is cut off during the execution of the variation game, the sub-control CPU 51 may not execute the cut-in effect in the third variation cycle when the control to erase the storage contents of the sub-control RAM 53 is performed when the power is turned on after that and when the control to restore the storage contents of the sub-control RAM 53 is performed. That is, when the power supply is cut off during the execution of the variation game and the control to erase the storage contents of the sub-control RAM 53 is performed when the power is turned on after that, the presentation mode of the predetermined sound presentation may be the same for either the first variation cycle or the second variation cycle.
[0191] When a predetermined error is detected, the sub-control CPU51 may control not to adjust the volume of each sound effect according to the current presentation style, regardless of the presentation style. In this case, for example, the sub-control CPU51 may control not to execute each sound effect when a predetermined error is detected. In other words, the sub-control CPU51 may adjust the volume of each sound effect according to the presentation style for each variation cycle in one variation game when a predetermined error is not detected.
[0192] The length of each variation cycle in one variation game may be changed as appropriate. For example, the length of each variation cycle may be made different depending on the type of variation pattern, or the length of each variation cycle may be made different by lottery by the sub-control CPU 51. In other words, the length of a specific period in one variation game may be different depending on the content of the variation game.
[0193] The control when the execution periods of multiple types of effects overlap may be changed as appropriate. For example, the sub-control CPU 51 may execute the dialogue effects and cut-in effects by the same control as when the execution periods of the voice effects and cut-in effects do not overlap, even when the execution periods of the voice effects and cut-in effects overlap. That is, the sub-control CPU 51 may execute the voice effects in the dialogue effects and cut-in effects even when the execution periods of the voice effects and cut-in effects overlap. Also, the sub-control CPU 51 may execute the dialogue effects and cut-in effects by the same control as when the execution periods of the specific movable body effects and cut-in effects do not overlap, even when the execution periods of the specific movable body effects and cut-in effects overlap. That is, the sub-control CPU 51 may execute the voice effects in the dialogue effects and cut-in effects at the same volume as when the execution periods of the specific movable body effects and cut-in effects do not overlap, even when the execution periods of the specific movable body effects and cut-in effects overlap.
[0194] The amount by which the volume is adjusted in each presentation style may be changed as appropriate. For example, in a predetermined presentation style, the volume in a predetermined audio presentation may be adjusted to a volume that corresponds to a volume step that is two or more steps lower than the current volume step, or to a volume step that corresponds to a volume step that is three or more steps higher than the current volume step. Also, in a predetermined presentation style, the volume in a predetermined audio presentation may be adjusted to "0". In other words, it may be possible to adjust the volume so that a predetermined audio presentation is not executed in a predetermined presentation style.
[0195] The period during which the volume is adjusted in each presentation style may be changed as appropriate. For example, the sub-control CPU51 may adjust the volume of each sound presentation before and after the start of a predetermined presentation during the execution of one variation game, according to the current presentation style. The sub-control CPU51 may also adjust the volume of each sound presentation during the execution of a variation game, during a jackpot game, and during a standby state, according to the current presentation style. The period during which the volume is adjusted in each presentation style may be a period during which a predetermined condition is satisfied. For example, the predetermined condition may be that a reach presentation is being executed. That is, the sub-control CPU51 may execute each sound presentation at a volume different from that during a period during which a reach presentation is being executed, compared to a period during which a reach presentation is not being executed.
[0196] The type of effects whose volume is adjusted according to the effect style may be changed as appropriate. For example, the volume of voice effects may be adjusted according to the effect style, or the volume of some or all of the dialogue effects, cut-in effects, and background music effects may not be adjusted depending on the effect style.
[0197] The content adjusted according to the performance style may be changed as appropriate. For example, the sub-control CPU51 may adjust the amount of light in a light-emitting performance, or adjust the amount of movement of the performance movable body KD in a movable body performance, according to the performance style. The sub-control CPU51 may also change the performance content or adjust the execution probability of the performance, according to the performance style.
[0198] The number and types of presentation styles may be changed as appropriate. For example, some or all of the presentation styles "Modest", "Boost", and "Chance Specialization" may not be provided, or presentation styles different from these presentation styles may be provided.
[0199] The number and type of customization functions may be changed as appropriate. For example, the present invention may be embodied in a gaming machine that does not have a volume setting function, or in a gaming machine that does not have a character selection function. The present invention may also be embodied in a gaming machine that does not have a presentation style change function. In this case, the sub-control CPU 51 may adjust the volume of the sound presentation in each variation cycle in a predetermined manner. According to this, when the volume stage is set by the setting operation using the volume setting function, even if the volume stage is not set again during the execution of one variation game, the sub-control CPU 51 can make the volume of the sound presentation executed in the first variation cycle and the second or third variation cycle different for the one variation game.
[0200] The present invention may be embodied in a gaming machine that has a customization function different from the volume setting function, the presentation style changing function, and the character selection function. For example, the customization function may include a light amount adjustment function that can set the light amount in the light-emitting presentation, or a movement amount adjustment function that can adjust the movement amount of the presentation movable body KD in the movable body presentation. In addition, the customization function may include an execution probability adjustment function that adjusts the execution probability of a predetermined presentation, or a jackpot expectation adjustment function that adjusts the jackpot expectation when a predetermined presentation is executed.
[0201] The period during which various setting operations using the customization function are possible may be changed as appropriate. For example, various setting operations using the customization function may be restricted while the variable game is being executed, or various setting operations using the customization function may be restricted while in a standby state. In addition, a limited period during which various setting operations using the customization function are restricted may be set during a portion of the period during which the variable game is being executed, or a limited period during which various setting operations using the customization function are restricted during a portion of the period during a standby state. In addition, the period during which setting operations are possible may differ depending on the type of customization function.
[0202] The present invention may be embodied in a gaming machine having a mode change function for changing a presentation mode that defines the presentation manner of various presentations. For example, the presentation mode may define sounds to be output in various audio presentations. In other words, the sounds to be output in various audio presentations may be changed in accordance with a change in presentation mode. For example, the music to be output in a background music presentation may be changed in accordance with a change in presentation mode.
[0203] When embodied in a gaming machine equipped with a mode change function, the presentation mode may be changed by operating a predetermined operation means, or may be changed with the transition of the game state. Also, the presentation mode may be changed when a predetermined lottery is won, or when a predetermined number of variable games have been played.
[0204] When embodied in a gaming machine with a mode change function, the timing at which the sound output in various effects changes may differ depending on the timing at which the effect mode is changed. For example, in a background music effect, if the effect mode is changed during standby, the music output may change with the change in effect mode, whereas if the effect mode is changed during the execution of a variable game, the music output may not change with the change in effect mode, but may change with the end of the variable game.
[0205] When embodied in a gaming machine with a mode change function, the period during which the volume of the sound effect is adjusted according to the presentation style may be changed according to the current presentation mode. That is, the specific period during which the volume of the sound effect is changed according to the presentation style and the prescribed period may be changed by changing the presentation mode. In other words, which period is the specific period and which period is the prescribed period may differ depending on the type of the current presentation mode.
[0206] The number and types of effects that the pachinko gaming machine 10 can execute may be changed as appropriate. The effects that can be fade-controlled may be changed as appropriate. The sub-control CPU 51 may be capable of executing fade control for some or all of the dialogue effects, cut-in effects, and voice effects. For example, when a dialogue effect, cut-in effect, or voice effect is executed while volume fade control is being executed in the background music effect, the sub-control CPU 51 may execute volume fade control for each of the dialogue effect, cut-in effect, and voice effect.
[0207] The conditions for executing the fade control may be changed as appropriate. For example, the sub-control CPU 51 may execute fade control of the volume of a predetermined sound effect on the condition that the game has entered a standby state, or may execute fade control of the volume of a predetermined sound effect on the condition that a predetermined time has elapsed since the game entered a standby state. That is, in this embodiment, the fade control may be executed during a period other than during the execution of the variable game.
[0208] The condition for ending the fade control may be changed as appropriate. For example, the sub-control CPU 51 may end the fade control on the condition that a predetermined performance is executed during the execution of the fade control, or on the condition that a predetermined operation means is operated.
[0209] The number and type of jackpots may be changed as appropriate. The conditions for ending the time-saving state may be changed as appropriate. The present invention may be embodied in a gaming machine equipped with a probability variation function that varies the probability of winning a jackpot in a special lottery. For example, the present invention may be embodied in a pachinko gaming machine that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a specific jackpot has been won. Also, for example, the present invention may be embodied in a pachinko gaming machine (a so-called V-variable machine) that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a gaming ball has passed through a specific area during the jackpot game.
[0210] 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 EH, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps 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 51 may be composed of multiple CPUs mounted on a single board.
[0211] 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 42 may be composed of multiple CPUs mounted on a single board.
[0212] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the special game display device EH. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0213] (Note 1) A gaming machine comprising: effect execution means for executing an effect; effect control means for controlling said effect execution means; and operation means capable of performing predetermined operations, wherein said effect execution means is capable of executing a specific effect in each of a specific period and a prescribed period different from the specific period, and is capable of executing a special effect when prescribed conditions are met, said effect control means is capable of adjusting the presentation mode of said specific effect based on an adjustment operation performed by said operation means, and when the presentation mode of said specific effect has been adjusted by said adjustment operation, even if said adjustment operation is not performed again, said effect control means is capable of controlling the presentation mode of said specific effect to differ between said specific period and said prescribed period, and wherein said effect control means is capable of performing fade control for gradually changing the presentation amount of some of the effects executed by said effect execution means, and the presentation amount when the special effect is executed is not changed by said fade control.
[0214] (Appendix 2) The gaming machine according to appendix 1, wherein the presentation control means is capable of executing the fade control during the specific period. (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, wherein the effect control means is capable of continuing to execute the fade control even if the special effect is executed while the fade control is being executed. [Explanation of symbols]
[0215] C1...First customized image C2...Second customized image C3...Third customized image D1...Performance button (operation means, specific operation means) D2...Directional key (operation means) D2d...Down key D2l...Left key D2r...Right key D2u...Up key EG...Performance style image EH...Performance display device (performance execution means) G1...Character image G2...Dialogue image G3...Cut-in image G4...Mini character image G5...Operation promotion image G6...Hit result notification image G7...Miss result notification image GH...Image display section HD...Launch handle KD...Performance movable body (performance execution means, movable body) LA...Decorative lamp (performance execution means) OG...Volume stage image P1...First position P2...Second position R1...First path R2...Second path SE1...First special start sensor SE2...Second special start sensor SE3...Special winning sensor SE4...Normal start sensor SL1...Normal solenoid SL2...Special solenoid SP...speaker (performance execution means, output means) W...center frame YB...game board YBa...game area YBb...opening window 10...pachinko game machine 13a...first special pattern display section (game execution means) 13b...second special pattern display section (game execution means) 13c...first special hold display section 13d...second special hold display section 13e...normal pattern display section 13f...normal hold display section 15...first start winning hole 16...second start winning hole 17...normal movable piece 18...big winning hole 19...special opening and closing piece 25...gate 40...main control board 41...microprocessor 42...main control CPU (winning lottery means) 43...main control ROM 44...main control RAM 45...random number circuit 50...sub-control board 51...sub-control CPU (performance control means, customization means) 52...sub-control ROM 53...Secondary control RAM
Claims
1. A performance execution means for executing a performance; A performance control means for controlling the performance execution means; and an operation means capable of performing a predetermined operation, The effect execution means is capable of executing a specific effect during a specific period and a specified period different from the specific period, and is also capable of executing a special effect when a predetermined condition is satisfied; The performance control means includes: The performance aspect of the specific performance can be adjusted based on an adjustment operation by the operation means, When the performance mode of the specific performance is adjusted by the adjustment operation, even if the adjustment operation is not performed again, the performance mode of the specific performance can be controlled to be different between the specific period and the specified period, The performance control means is capable of executing fade control for gradually changing a performance amount of a part of the performances executed by the performance execution means, The gaming machine is characterized in that the amount of the special effect when the special effect is executed is not changed by the fade control.
2. 2. The gaming machine according to claim 1, wherein the presentation control means is capable of executing the fade control during the specific period.
3. 3. The gaming machine according to claim 1, wherein the effect control means is capable of continuing to execute the fade control even if the special effect is executed during execution of the fade control.
Citation Information
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