Game machine

JP2025001475A5Active Publication Date: 2025-01-31NEWGIN KK
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Patent Information

Application Number
JP2023101094
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-20
Publication Date
2025-01-31
Estimated Expiration
2043-06-20

AI Technical Summary

Technical Problem

Players who record and share videos of their gameplay on gaming machines may reduce their desire to shoot videos due to the processing time required for editing out inappropriate content, leading to a decrease in engagement.

Method used

A gaming machine with an operation means, performance execution means, and performance control means, including a light emitting means that can emit specific colors with adjustable intensity, allowing for a preliminary effect with reduced light emission intensity to suggest upcoming performances.

Benefits of technology

This approach helps maintain player engagement by reducing the desire to shoot videos while ensuring a smooth editing process by providing a preliminary effect that hints at upcoming performances without overwhelming light intensity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent a motivation for filming a video from decreasing.SOLUTION: A pachinko game machine includes, as executable performances, a specific performance including emitting light of a specific color, and a prior performance giving a suggestion or notification of emitting light of the specific color. Based on an operation of a performance button after a start of the prior performance, a specific setting can be set in which a light emission intensity of the specific color in the specific performance is lower than that in a reference setting, or the specific color is not emitted in the specific performance.SELECTED DRAWING: Figure 9
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines that perform various effects, such as the gaming machine described in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2008-119131 A Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, some players who play gaming machines record videos of themselves playing the gaming machines and then publish the videos. These players edit the parts of the videos that are inappropriate to be published as is, and then publish the videos. For this reason, there is a risk that players' motivation to film videos will decrease if there are many parts that need to be edited. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises an operation means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light emitting means that is capable of emitting a predetermined amount of light, and the effects include a specific effect that includes light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, and after the pre-effect begins, based on the operation means being operated, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause the specific color to be emitted in the specific effect. Effect of the Invention

[0006] According to the present invention, it is possible to suppress a decline in motivation to shoot videos. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing the external appearance of a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view of the game board. [Diagram 3] FIG. 3 is a diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a fluctuation pattern. [Diagram 5] 5(a) to 5(d) are diagrams showing an example of a presentation mode of the super reach presentation. [Figure 6] FIG. 6(a) is a diagram showing an example of a presentation mode of a pre-effect, and FIG. 6(b) is a diagram showing an example of a presentation mode of a light emission restriction effect. [Figure 7] FIG. 7(a) is a diagram showing an example of a presentation mode of a menu presentation, and FIG. 7(b) is a diagram showing an example of a presentation mode of a setting status presentation. [Figure 8] FIG. 8(a) is a diagram showing an example of a presentation mode of an attention-calling presentation, and FIG. 8(b) is a diagram showing an example of a presentation mode of a demonstration presentation. [Figure 9] 9(a) to 9(e) are diagrams showing an example of an execution mode of a pre-effect and a specific effect. [Figure 10] 10(a) to 10(e) are diagrams showing an example of an execution mode of a pre-effect and a specific effect. [Figure 11] 11(a) to 11(e) are diagrams showing an example of an execution mode of a pre-effect and a specific effect. [Figure 12] 12(a) to 12(e) are diagrams showing an example of an execution mode of a pre-effect and a specific effect in the second embodiment. [Figure 13]13(a) to 13(d) are diagrams showing an example of a presentation mode of the special reach presentation in the third embodiment. [Figure 14] FIG. 14 is a diagram showing an example of a presentation mode of an output limiting presentation in the third embodiment. [Figure 15] FIG. 15(a) is a diagram showing an example of a presentation aspect of a menu presentation in the third embodiment, and FIG. 15(b) is a diagram showing an example of a presentation aspect of a setting status presentation in the third embodiment. [Figure 16] 16(a) to 16(f) are diagrams showing an example of an execution mode of the second pre-performance and the second specific performance in the third embodiment. [Figure 17] FIG. 17 is a diagram showing the appearance of a pachinko gaming machine according to the fourth embodiment. [Figure 18] FIG. 18 is a diagram showing an example of a light emitter in the fourth embodiment. [Figure 19] 19(a) to 19(c) are diagrams showing an example of an execution mode of a specific effect in the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] (First embodiment) A first embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] A pachinko gaming machine 10, which is an example of a gaming machine, is configured as a circulation type pachinko gaming machine that circulates gaming balls inside the machine. However, the pachinko gaming machine 10 may be configured as a non-circulation type pachinko gaming machine that pays out prize balls and receives a supply of gaming balls from an island facility or the like. The gaming balls may be magnetic or non-magnetic. The pachinko gaming machine 10 may be configured to operate independently, or may be configured to operate in cooperation with an external management unit or management server.

[0010] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A game board YB, which will be described later, is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.

[0011] The pachinko gaming machine 10 includes a speaker SP. As an example, the speaker SP is provided on the front (surface) of the mounting frame 11b. As an example, the speaker SP is provided on the upper left part of the mounting frame 11b and the upper right part of the mounting frame 11b. The speaker SP can execute a performance that outputs a predetermined sound (hereinafter, referred to as a sound performance). For example, the predetermined sound is a piece of music, a person's voice, a sound effect, etc. The speaker SP is an example of a sound output means that can output the predetermined sound. The pachinko gaming machine 10 includes a first decorative lamp LA1 and a second decorative lamp LA2. As an example, the first decorative lamp LA1 is provided on the front of the mounting frame 11b. As an example, the first decorative lamp LA1 is provided on the left part of the mounting frame 11b and the right part of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided on the front of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided on the upper part of the mounting frame 11b. Each of the first decorative lamp LA1 and the second decorative lamp LA2 can perform a performance (hereinafter referred to as a light-emitting performance) by turning on, blinking, and turning off a built-in light-emitting body (not shown). The first decorative lamp LA1 is an example of a light-emitting means capable of emitting a predetermined light. The second decorative lamp LA2 is an example of a light-emitting means different from the first decorative lamp LA1 as a light-emitting means. The first decorative lamp LA1 is an example of a first light-emitting means capable of emitting a predetermined light. The second decorative lamp LA2 is an example of a second light-emitting means capable of emitting a predetermined light.

[0012] The pachinko gaming machine 10 includes a launch handle HD that is operated when launching a gaming ball. The pachinko gaming machine 10 includes a performance button BT. The performance button BT includes a single operable part. The performance button BT is an example of an operation means that can be operated by a player. The pachinko gaming machine 10 includes a performance lever LV. The performance lever LV includes a single operable part. The performance lever LV is an example of an operation means other than the performance button BT as an operation means. The pachinko gaming machine 10 includes a cross button JB. The cross button JB includes a plurality of parts that can be operated, respectively. As an example, the cross button JB includes an up button JBu, a down button JBd, a left button JBl, and a right button JBr, respectively, as a plurality of parts that can be operated. As an example, the cross button JB may be configured to include a single operable part. For example, the cross button JB may be a so-called joystick. The pachinko gaming machine 10 may not have some or all of the effect button BT, effect lever LV, and cross button JB, and may have operation means other than these.

[0013] As shown in Fig. 2, a game area YBa having a substantially circular shape in a front view is formed on the front surface of the game board YB. A display window YBb is formed in the approximate center of the game area YBa. A launch passage YBc is formed on the left side of the game area YBa to guide game balls launched by operating the launch handle HD to the game area YBa.

[0014] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, each of the display devices 19a to 19e is provided at a position on the game board YB that is visible to the player.

[0015] The first special symbol display device 19a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is displayed in a static manner. The second special symbol display device 19b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is displayed in a static manner. Each special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol to win). Hereinafter, the first special game and the second special game are collectively referred to as a "special game". There are a jackpot symbol as a jackpot display result and a miss symbol as a miss display result for the special symbol. If a jackpot is won in the lottery for a special symbol, the jackpot symbol is displayed in a static manner in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is displayed in a static manner ends.

[0016] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been put on hold (hereinafter referred to as the first reservation number) because the reservation conditions have been met but the start conditions have not yet been met. The second reservation display device 19d displays information that can identify the number of second special games whose execution has been put on hold (hereinafter referred to as the second reservation number) because the reservation conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each reservation number is 4. Without being limited to this, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.

[0017] The normal symbol display device 19e can execute a normal game in which a predetermined symbol is variably displayed and then a normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). There are normal winning symbols and normal losing symbols. If the lottery for a winning normal symbol is won, the normal winning symbol is stopped and displayed in the normal game. After that, a normal winning game is awarded after the end of the normal game in which the normal winning symbol is stopped and displayed.

[0018] The pachinko game machine 10 may be equipped with a normal reserve display device, a right-hit display device, and a round display device. The normal reserve display device displays information that can identify the number of normal games whose execution is reserved because the reserve conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal reserve number). The right-hit display device displays information instructing a right hit. A right hit is to shoot a game ball with a stronger shooting strength set so that the game ball flows down the area of ​​the game area YBa to the right of the display window YBb. The round display device notifies the user of the upper limit number of round games, which will be described later.

[0019] The pachinko game machine 10 includes a performance display device EH. The performance display device EH has a display area R capable of displaying an image. The performance display device EH is an example of a display means capable of displaying predetermined information. The performance display device EH is attached to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal device. The performance display device EH can execute a performance (hereinafter referred to as a display performance) in which a predetermined object is displayed as an image. For example, the predetermined object is a performance pattern (decorative pattern), a character, a landscape, a letter, a number, a symbol, etc. Hereinafter, when these characters, etc. are simply referred to as "displaying", it means that these objects such as characters are displayed as images. The performance display device EH, the speaker SP, the first decorative lamp LA1, and the second decorative lamp LA2 are each a performance device capable of executing a performance. The performance display device EH, the speaker SP, the first decorative lamp LA1, and the second decorative lamp LA2 form a performance device group ES consisting of a plurality of performance devices. That is, the performance effect device group ES includes the performance effect display device EH, the speaker SP, the first decorative lamp LA1, and the second decorative lamp LA2. The performance effect device group ES is an example of a performance effect execution means that executes a performance.

[0020] As an example, the display performance in the performance display device EH includes a performance pattern change game (hereinafter referred to as a performance game) using multiple rows of performance patterns. In the performance game, after multiple rows of performance patterns are displayed in a changing manner, a combination of performance patterns (hereinafter referred to as a pattern combination) is finally displayed stationary. The performance patterns are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display performance. As an example, the performance game is performed by displaying the performance patterns of the left pattern row, the center pattern row, and the right pattern row in a changing manner in a predetermined direction.

[0021] The effect game is started together with the special game. The effect game is ended together with the special game. In the effect game, a symbol combination corresponding to the special symbol stopped and displayed in the special game is displayed. When a big win symbol is stopped and displayed in the special game, the big win symbol combination is displayed in the effect game. When a losing symbol is stopped and displayed in the special game, the losing symbol combination is displayed in the effect game. Hereinafter, the first special game and the effect game executed corresponding to it are collectively referred to as the "first variation game". Also, the second special game and the effect game executed corresponding to it are collectively referred to as the "second variation game". Also, the first variation game and the second variation game are collectively referred to as the "variation game".

[0022] The presentation game may include a reach presentation. The reach presentation is a presentation that forms a reach and finally stops and displays a predetermined pattern combination. For example, a reach is a state in which the same presentation pattern is temporarily displayed in the left and right pattern rows, and the presentation pattern is continuously displayed in a variable manner in the center pattern row. There are normal reach presentation and super reach presentation. In the following explanation, the normal reach presentation may be referred to as the NR presentation, and the super reach presentation may be referred to as the SR presentation. The SR presentation is a presentation with a higher expectation of a jackpot than the NR presentation. As an example, the SR presentation may be executed via the NR presentation or may be executed without passing through the NR presentation.

[0023] In the game area YBa, a plurality of winning holes (ball winning holes) into which game balls can enter are formed. The winning holes include at least a first start hole 12, a second start hole 13, and a big win hole 14. The first start hole 12 is a winning hole into which game balls enter when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start hole 12 is located below the performance display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see FIG. 3).

[0024] The second starting hole 13 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the conditions for starting the second variable game are satisfied. The second starting hole 13 is located to the right of the first starting hole 12. The second starting hole 13 is provided with a normal opening and closing piece 13a, which is, for example, in the form of a door. The second starting hole 13 is closed so that the game ball does not enter or is difficult to enter when a normal winning game is not awarded. The second starting hole 13 is opened so that the game ball enters or is easy to enter when a normal winning game is awarded. The game board YB is provided with a normal solenoid SL1 as a means for operating the normal opening and closing piece 13a (see FIG. 3). The game board YB is provided with a second starting sensor SE2 for detecting the game ball that has entered the second starting hole 13 (see FIG. 3). The second starting hole 13 is a so-called "normal electric device."

[0025] The big prize opening 14 is an opening through which the game balls enter when the conditions for awarding the prize balls are met. The big prize opening 14 is located at the lower right of the performance display device EH. The big prize opening 14 is provided with a special opening / closing piece 14a, which is, for example, in the form of a door. The big prize opening 14 is closed so that the game balls do not enter when a big prize game is not awarded. The big prize opening 14 is opened so that the game balls enter or can enter easily when a big prize game is awarded. The game board YB is provided with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see FIG. 3). The game board YB is provided with a count sensor SE3 for detecting the game balls that enter the big prize opening 14 (see FIG. 3).

[0026] A gate 17 is disposed in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE4 that detects game balls that enter and pass through is disposed in the gate opening 17a (see FIG. 3). The gate 17 is a ball entry opening through which game balls can enter when the starting conditions for the normal game are satisfied. Even if a game ball enters the gate 17, the conditions for awarding prize balls are not satisfied.

[0027] In the game area YBa, an outlet 18 through which game balls can enter is formed. The outlet 18 is an inlet for collecting game balls that have not entered any of the first start hole 12, the second start hole 13, and the big prize hole 14 from the game area YBa.

[0028] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). As an example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enter the hole or a time condition in which a predetermined upper limit time has elapsed is met. In the round game, the large prize winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). As an example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the ending time elapse.

[0029] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter, referred to as a probability variation function). The high probability function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has a low probability state in which the high probability function is not activated, and a high probability state in which the high probability function is activated, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is an advantageous state for the player, as it makes it easier to win a jackpot in a special pattern winning lottery. The high probability state is what is known as a "probability varying state (high probability state)."

[0030] The pachinko game machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting in winning through the second starting hole 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it becomes easier for a game ball to enter the second starting hole 13 (easy ball entry state).

[0031] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are 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 compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 13 in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 13 in one normal winning game compared to the low ball entry rate state, and a control that makes one opening time of the second start port 13 in a normal winning game longer than the low ball entry rate state.

[0032] The high ball winning rate state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0033] The game state in the pachinko game machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is a low probability state and a low ball entry rate state is referred to as a "low probability non-time-saving state". Also, a game state that is a high probability state and a low ball entry rate state is referred to as a "high probability non-time-saving state". Also, a game state that is a low probability state and a high ball entry rate state is referred to as a "low probability time-saving state". Also, a game state that is a high probability state and a high ball entry rate state is referred to as a "high probability time-saving state".

[0034] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.

[0035] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, a main RAM 43, and a random number generating circuit 44. The main CPU 41 executes a main control program to execute processes related to the progress of the game. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like.

[0036] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (presentation content) of the variation game. There are a big win variation pattern and a miss variation pattern. The big win variation pattern specifies the variation content that finally stops and displays a big win symbol combination after a reach presentation in a presentation game. The miss variation pattern specifies the variation content that finally stops and displays a miss symbol combination after a reach presentation or without a reach presentation in a presentation game. The details of the variation patterns will be described later.

[0037] The main RAM 43 stores various information that is rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 is a flag, a counter, a timer, etc. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers by the random number generation process by the main CPU 41.

[0038] The main board 40 is connected to each of the sensors SE1 to SE4. The main CPU 41 can input detection signals output by each of the sensors SE1 to SE4 when they detect a gaming ball. The main board 40 is connected to each of the display devices 19a to 19e. The main CPU 41 can control the display contents of each of the display devices 19a to 19e. The main board 40 is connected to each of the solenoids SL1, SL2. The main CPU 41 can control the opening state of the second start opening 13 and the big prize opening 14 by controlling the operation of each of the solenoids SL1, SL2.

[0039] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the presentation. The sub-ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The sub-ROM 52 stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and sound presentation data used for sound presentation. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by the random number generation process by the sub-CPU 51. The sub-substrate 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.

[0040] The sub-substrate 50 is connected to the performance display device EH. The sub-CPU 51 can control the display contents in the display area R of the performance display device EH. The sub-substrate 50 is connected to the speaker SP. The sub-CPU 51 can control the output contents of the speaker SP. The sub-substrate 50 is connected to the first decorative lamp LA1. The sub-CPU 51 can control the light emission mode of the first decorative lamp LA1. The sub-substrate 50 is connected to the second decorative lamp LA2. The sub-CPU 51 can control the light emission mode of the second decorative lamp LA2. The sub-CPU 51, which controls the performance display device EH, the speaker SP, the first decorative lamp LA1, and the second decorative lamp LA2, is an example of a performance control means that controls the performance device group ES as a performance execution means.

[0041] The sub-substrate 50 is connected to the effect button BT. The sub-CPU 51 can input an operation signal indicating that the effect button BT has been operated. The sub-substrate 50 is connected to the effect lever LV. The sub-CPU 51 can input an operation signal indicating that the effect lever LV has been operated. The sub-substrate 50 is connected to the cross button JB. The sub-CPU 51 can input an operation signal indicating that the cross button JB has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the up button JBu has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the down button JBd has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the left button JBl has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the right button JBr has been operated.

[0042] The pachinko gaming machine 10 is also equipped with a backup function. In this embodiment, the main board 40 and the sub-board 50 are each equipped with a backup function. The pachinko gaming machine 10 equipped with the backup function retains information on game control stored in the main RAM 43 of the main board 40 (hereinafter referred to as main backup information) for a predetermined period even if the power supply is stopped, and can restore based on the main backup information when the power supply is started. The pachinko gaming machine 10 equipped with the backup function retains information on performance control stored in the sub-RAM 53 of the sub-board 50 (hereinafter referred to as sub backup information) for a predetermined period even if the power supply is stopped, and can restore based on the sub backup information when the power supply is started.

[0043] As an example, the main backup information includes information about special games, information about winning games, and information about game status. Information about special games includes information that can identify the result of a winning lottery, information that can identify the fluctuation pattern of a special game, and information that can identify a special symbol derived in a special game. Information about winning games includes information that can identify the progress of a winning game. Information about game status includes information that can identify whether it is in a high probability state or an improved ball-scoring state, and the remaining number of special games that can grant the improved ball-scoring state when it is in an improved ball-scoring state.

[0044] As an example, the secondary backup information includes information on the presentation game, information on the winning game presentation, and information on the presentation mode. The information on the presentation game includes information that can identify the result of the winning lottery, information that can identify the variation pattern, information that can identify the progress of the presentation game, information that can identify the progress of various presentations and various notifications, etc. The information on the winning game presentation includes information that can identify the progress of the winning game presentation, etc. The information on the presentation mode includes information that can identify the current presentation mode, the number of variation games that have been executed since staying in the current presentation mode, etc.

[0045] As an example, the predetermined period is a period from when a backup power source (e.g., an electric double layer capacitor) is discharged until the backup power source is unable to supply power. Note that the pachinko game machine 10 may be capable of retaining each backup information even after the power supply is stopped, by using a non-volatile memory capable of retaining stored contents even when the main RAM 43 and the sub-RAM 53 are not supplied with power.

[0046] When the pachinko gaming machine 10 is started by supplying power (including when power is restored), the main CPU 41 judges whether or not to execute initialization of the main backup information stored in the main RAM 43. For example, the main CPU 41 judges to execute initialization of the main backup information when an operation signal is input from an initialization switch (not shown). When it is judged not to execute initialization of the main backup information, it judges whether the main backup information stored in the main RAM 43 is normal. When the main backup information is normal, the main CPU 41 executes a process of restoring based on the main backup information. Thereby, the pachinko gaming machine 10 is restored based on the main backup information in the main RAM 43. The judgment of whether the main backup information is normal or abnormal is performed, for example, by checking the state of the main backup flag and checking whether the checksum of the main backup information matches. When restoring based on the main backup information, the main CPU 41 outputs control information (hereinafter, referred to as a restoration command) capable of identifying that the main backup information has been restored based on the main backup information to the secondary CPU 51. When the secondary CPU 51 inputs the restoration command, it judges whether the secondary backup information is normal. If the secondary backup information is normal, the secondary CPU51 executes a process of restoring based on the secondary backup information. As a result, the pachinko gaming machine 10 is restored based on the secondary backup information in the secondary RAM53. Whether the secondary backup information is normal or abnormal is determined, for example, by checking the state of the secondary backup flag and checking whether the checksum of the secondary backup information matches. When restoring based on the secondary backup information, the secondary CPU51 controls the performance device group ES to execute a restoration notification that allows the user to recognize that restoration has been performed based on the secondary backup information. Note that, among the information stored in the main RAM43 and the secondary RAM53, some information that is different from each backup information (hereinafter referred to as non-backup information) is initialized when power supply is started, regardless of whether restoration is performed based on each backup information.

[0047] On the other hand, when it is determined that the primary backup information is to be initialized, and when the primary backup information stored in the primary RAM 43 is abnormal, the primary CPU 41 initializes the primary backup information. After that, the primary CPU 41 executes a process of starting up based on the primary backup information after initialization. When the primary CPU 41 executes the initialization of the primary backup information, it outputs control information (hereinafter, referred to as an initialization command) that can specify that the primary backup information has been initialized to the secondary CPU 51. When the initialization command is input, and when the secondary backup information stored in the secondary RAM 53 is abnormal, the secondary CPU 51 executes the initialization of the secondary backup information. After that, the secondary CPU 51 executes a process of starting up based on the secondary backup information after initialization. When the secondary CPU 51 executes the initialization of the secondary backup information, it controls the performance device group ES to execute an initialization notification that can specify that the secondary backup information has been initialized.

[0048] Next, various processes performed by the main CPU 41 will be described. The main CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes performed at predetermined control cycles (for example, 4 ms).

[0049] The special symbol input process will be described. The main CPU 41 judges whether the game ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the main CPU 41 judges whether the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 adds 1 to the first reserved number to update it. Next, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 outputs a control command (hereinafter, referred to as a first reserved number command) that can identify the first reserved number after the addition to the sub-substrate 50. In this way, the reserved condition of the first special game can be established when the first reserved number is less than the upper limit number and the game ball is detected by the first start sensor SE1.

[0050] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main CPU 41 stores the random number information so that it is possible to identify that the 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 numbers themselves, or may be information obtained by processing the random numbers by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is established.

[0051] When the random number information for the first special game is stored in the main RAM 43, the main CPU 41 judges whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2 when the game ball has not entered the first start hole 12 and when the first reserved number is not less than the upper limit number. When the game ball has entered the second start hole 13, the main CPU 41 judges whether the second reserved number stored in the main RAM 43 is less than the upper limit number. When the second reserved number is less than the upper limit number, the main CPU 41 adds 1 to the second reserved number and updates it. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 outputs a control command (hereinafter, referred to as a second reserved number command) that can identify the second reserved number after the addition to the sub-substrate 50. The reservation condition for the second special game may be satisfied when the second reservation number is less than the upper limit number and the game ball is detected by the second start sensor SE2.

[0052] Next, the main CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 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 order in which the random number information is stored. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the main RAM 43, if the game ball has not entered the second start hole 13, and if the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.

[0053] Next, the special symbol start process will be described. The main CPU 41 judges whether the start condition of the special game is satisfied. The main CPU 41 judges positively when neither the jackpot game nor the special game is being played, and judges negatively when the jackpot game or the special game is being played. If the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the main CPU 41 judges whether the second reserved number is greater than zero.

[0054] If the second reserved number is greater than zero, the main CPU41 executes a process to execute a second special game. Specifically, the main CPU41 updates the second reserved number by subtracting 1. The main CPU41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU41 outputs a second reserved number command that can identify the second reserved number after subtraction to the sub-board 50. Next, the main CPU41 acquires the random number information that was stored first among the random number information for the second special game from the main RAM43. The main CPU41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU41 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0055] If the jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the main CPU 41 ends the special symbol start process.

[0056] As shown in FIG. 4, as an example, the miss variation pattern includes variation pattern HP1, variation pattern HP2, variation pattern HP3, and variation pattern HP4. The variation pattern HP1 is a variation pattern that specifies the variation content that finally stops and displays a miss pattern combination in a presentation game without going through a reach presentation. The variation pattern HP2 is a variation pattern that specifies the variation content that finally stops and displays a miss pattern combination in a presentation game after going through an NR presentation. As an example, the variation pattern HP3 and the variation pattern HP4 are variation patterns that specify the variation content that finally stops and displays a miss pattern combination in a presentation game after going through an SR presentation. The variation pattern HP3 is a variation pattern that specifies the variation content that develops into an SR presentation after going through an NR presentation. The variation pattern HP4 is a variation pattern that specifies the variation content that develops into an SR presentation without going through an NR presentation.

[0057] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the second special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special pattern start process.

[0058] As an example, there are the jackpot fluctuation patterns HP5, HP6, and HP7. The fluctuation pattern HP5 is a jackpot fluctuation pattern that specifies the fluctuation content in a performance game that goes through an NR performance and finally displays a jackpot symbol combination. The fluctuation pattern HP6 and HP7 are fluctuation patterns that specify the fluctuation content in a performance game that goes through an SR performance and finally displays a jackpot symbol combination. The fluctuation pattern HP6 is a fluctuation pattern that specifies the fluctuation content that develops into an SR performance through an NR performance. The fluctuation pattern HP7 is a fluctuation pattern that specifies the fluctuation content that develops into an SR performance without going through an NR performance.

[0059] If the second reserved number is zero, the main CPU 41 judges whether the first reserved number is greater than zero. If the first reserved number is zero, the main CPU 41 ends the special symbol start process. If the first reserved number is greater than zero, the main CPU 41 executes a process to execute the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 outputs a first reserved number command that can identify the first reserved number after subtraction to the sub-board 50. Next, the main CPU 41 acquires the random number information that was stored first from the random number information for the first special game from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot judgment) to determine whether or not a jackpot is won. The main CPU 41 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0060] If the jackpot is not won, the main CPU41 performs a loss variation process. In the loss variation process, the main CPU41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. As an example, the main CPU41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines variation pattern HP1, variation pattern HP2, variation pattern HP3, or variation pattern HP4 as the variation pattern. After that, the main CPU41 ends the special symbol start process.

[0061] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. As an example, the main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines the variation pattern HP5, variation pattern HP6, or variation pattern HP7 as the variation pattern. After that, the main CPU 41 ends the special pattern start process.

[0062] The main CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0063] When the special symbol start process is completed, the main CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 outputs a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game to the sub-board 50.

[0064] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol. The main CPU 41 measures the change time determined in the change pattern. When the change time determined in the change pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the change time determined in the change pattern has elapsed, the main CPU 41 outputs a change end command to the sub-board 50. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process to perform a lottery when a game ball enters the start hole. The main CPU 41 is an example of a change game execution means that executes a change game.

[0065] The big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game process after the special game of the jackpot ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 41 awards the specified type of jackpot game. As an example, the jackpot includes a first jackpot based on a first jackpot symbol among the jackpot symbols, and a second jackpot based on a second jackpot symbol different from the first jackpot symbol. In the following description, the jackpot game based on the first jackpot is referred to as the first jackpot game, and the jackpot game based on the second jackpot is referred to as the second jackpot game. The first jackpot game and the second jackpot game are jackpot games with different game states after the game ends.

[0066] First, the main CPU 41 outputs a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time to the sub-substrate 50. As an example, the opening command may include information capable of identifying the type of the jackpot game. When the opening time has elapsed, the main CPU 41 performs a process for executing a round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the jackpot winning hole 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 41 controls the special solenoid SL2 to close the jackpot winning hole 14, thereby ending the round game. The main CPU 41 repeats such a process for executing a round game until the upper limit number of round games set for the jackpot game is ended. The main CPU 41 outputs a control command (hereinafter, referred to as a round command) capable of identifying the start of the jackpot round game to the sub-substrate 50 every time a round game is started. When the final round of play ends, the main CPU 41 outputs a control command capable of specifying the start of the ending time (hereinafter referred to as an ending start command) to the sub-substrate 50. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 outputs a control command capable of specifying the passage of the ending time (hereinafter referred to as an ending end command) to the sub-substrate 50. This makes it possible to execute a variable game based on the result of a winning lottery, and after the variable game ends, a jackpot game is awarded based on the result of the winning lottery. The jackpot game is an example of a benefit. The main CPU 41 is an example of a benefit awarding means for awarding a jackpot game, which is an example of a benefit.

[0067] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process for transitioning a probability state and a winning percentage transition process for transitioning a winning percentage state. As an example, in the game state transition process, the probability transition process and the winning percentage transition process are executed in this order.

[0068] First, the probability transition process will be described. When the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. That is, the main CPU 41 controls to a high probability state. After the first jackpot game ends, the main CPU 41 does not erase the high probability flag until the next jackpot game is awarded. On the other hand, when the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. That is, the main CPU 41 controls to a low probability state. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 erases the high probability flag. That is, the main CPU 41 controls to a low probability state during a jackpot game.

[0069] Next, the goal scoring rate transition process will be described. When the first or second jackpot game ends, the main CPU 41 sets an operation flag in the main RAM 43. That is, the main CPU 41 controls to a high ball entry rate state. When the main CPU 41 starts a special game after the second jackpot game ends, the main CPU 41 counts the number of times the special game is executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43. When the special game ends in which the number of times the special game is executed after the jackpot game reaches the number of times of operation, the main CPU 41 erases the operation flag stored in the main RAM 43. That is, when the second jackpot game ends and the special game that has been activated ends, the main CPU 41 controls to a low ball entry rate state. The main CPU 41 does not erase the operation flag until the next jackpot game is awarded after the first jackpot game ends. When the main CPU 41 starts a jackpot game and the operation flag is set, the main CPU 41 erases the operation flag. In other words, the main CPU 41 controls the ball entry rate to a low state during a jackpot game.

[0070] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the state is controlled to a high probability state and a high ball entry rate state. That is, after the first jackpot game ends, the state is controlled to a high probability time-saving state. Also, after the second jackpot game ends, the state is controlled to a low probability state and a high ball entry rate state. That is, after the second jackpot game ends, the state is controlled to a low probability time-saving state. In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of the jackpot game. That is, in the pachinko game machine 10, a variable game can be executed based on the result of a winning lottery, and a game state advantageous to the player is given based on the result of the winning lottery after the end of the variable game. The first jackpot game is a jackpot game that is controlled to a more advantageous game state after the end of the jackpot game compared to after the end of the second jackpot game. The game state advantageous to the player is an example of a benefit. The main CPU 41 is an example of a benefit granting means that grants the "game state advantageous to the player", which is an example of a benefit.

[0071] The normal symbol input process will be described. The main CPU 41 executes normal symbol input processing as a timer interrupt processing. In the normal symbol input processing, the main CPU 41 judges whether or not a gaming ball has entered the gate 17 based on whether or not a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 judges whether or not the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of normal reserved numbers is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.

[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning normal symbols, winning symbol random numbers used in determining normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.

[0073] Next, the normal symbol start process will be described. The main CPU 41 executes normal symbol start processing as a timer interrupt processing. In the normal symbol start processing, the main CPU 41 judges whether or not the start condition of the normal game is established. The main CPU 41 judges positively when neither the normal win game nor the normal game is being played, and judges negatively when the normal win game is being played or the normal game is being played. If the start condition of the normal game is not established, the main CPU 41 ends the normal symbol start processing. If the start condition of the normal game is established, the main CPU 41 judges whether or not the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.

[0074] If the normal reserved number is greater than zero, the main CPU41 performs processing to execute a normal game. Specifically, the main CPU41 updates the normal reserved number by subtracting 1. The main CPU41 acquires the random number information stored first from the random number information for the normal game from the main RAM43. The main CPU41 performs a normal win lottery to determine whether or not a normal win is won, using a winning random number specified from the acquired random number information. The main CPU41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0075] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be specified from the random number information to perform a normal win pattern lottery and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.

[0076] The main CPU 41 determines a variation pattern from among a plurality of normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that sets a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be a plurality of variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a variation pattern determination lottery for the normal game and determine a variation pattern from among a plurality of normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.

[0077] When the normal symbol start process is completed, the main CPU 41 executes a normal game by a process separate from the normal symbol start process. When the main CPU 41 executes a normal game, it controls the normal symbol display device 19e to start a variable display of a predetermined symbol. The main CPU 41 measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.

[0078] The normal winning game process will now be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41 stops and displays the normal winning symbol in the normal game, the main CPU 41 executes the normal winning game process after the normal game ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal winning symbol determined in the normal symbol start process, and opens the second start port 13.

[0079] Next, various processes executed by the secondary CPU 51 will be described. The big win presentation process will now be described. The big win effect processing is processing for executing effects during big win play (hereinafter referred to as big win effects). When an opening command is input, the sub-CPU51 controls the effect device group ES to execute an opening effect. When a round command is input, the sub-CPU51 controls the effect device group ES to execute a round effect. When an ending start command is input, the sub-CPU51 controls the effect device group ES to execute an ending effect. When an ending end command is input, the sub-CPU51 controls the effect device group ES to end the ending effect.

[0080] The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during the execution of the special game. When the sub-CPU51 inputs a variation start command and a special symbol command, it controls the effect device group ES including the effect display device EH to execute the effect game.

[0081] The sub-CPU51 determines the symbol combination to be stopped and displayed in the performance game based on the special symbol command. When the special symbol command can specify the jackpot symbol, the sub-CPU51 determines the jackpot symbol combination (e.g., 777). When the special symbol command can specify the non-winning symbol, the sub-CPU51 determines the non-winning symbol combination. When determining the non-winning symbol combination, the sub-CPU51 determines a symbol combination including a reach (e.g., 787) if a condition for executing the reach performance (hereinafter, referred to as the reach condition) is satisfied. When determining the non-winning symbol combination, the sub-CPU51 determines a symbol combination not including a reach (e.g., 783) if the reach condition is not satisfied. As an example, the sub-CPU51 judges whether the reach condition is satisfied or not based on a variation pattern that can be specified from the input variation start command. As an example, the sub-CPU51 judges that the reach condition is satisfied when a variation content including the reach performance is specified from the variation pattern. That is, the sub-CPU 51 determines that the reach condition is established when the fluctuation pattern HP2, the fluctuation pattern HP3, or the fluctuation pattern HP4 is identified from the input fluctuation start command.

[0082] The sub-CPU51 determines the specific variation content (performance content) of the presentation game based on the variation pattern. As an example, the sub-CPU51 determines an auxiliary variation pattern capable of identifying the variation content of the presentation game based on the variation pattern. For example, the sub-CPU51 may select an auxiliary variation pattern associated with the variation pattern. For example, the sub-CPU51 may select one from a plurality of auxiliary variation patterns associated with the variation pattern. The auxiliary variation pattern may include variation content that can be identified from the variation pattern. The sub-CPU51 controls the performance display device EH to start displaying the variation of the presentation pattern in each pattern row based on the determined variation content. In other words, the sub-CPU51 starts the presentation game.

[0083] The sub-CPU51 temporarily stops and displays the symbol combination when a predetermined timing arrives after the start of the presentation game. The sub-CPU51 stops and displays the symbol combination as confirmed upon input of a variation end command. The sub-CPU51 may stop and display the symbol combination as confirmed upon the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted. The sub-CPU51 is an example of a variation game execution means for executing a variation game.

[0084] Next, various effects executed in the pachinko gaming machine 10 will be described. As an example, the various effects include a specific effect. The specific effect is an effect including a specific light emission effect. As an example, the specific light emission effect is an effect in which light is emitted by a specific light emission mode. As an example, the specific light emission mode is an emission mode including light emission of a specific color with a light emission intensity equal to or higher than a reference value. As an example, the specific light emission mode is an emission mode including light emission of a specific blinking light with a light emission intensity equal to or higher than a reference value. In this embodiment, the light emission intensities of the first decorative lamp LA1 and the second decorative lamp LA2 can be divided into a first light emission intensity, a second light emission intensity, a third light emission intensity, a fourth light emission intensity, and a fifth light emission intensity. As an example, the light emission intensity equal to or higher than a reference value is the fourth light emission intensity and the fifth light emission intensity. As an example, the first light emission intensity is an emission intensity of 0% to 20% when the maximum light emission intensity is 100%. As an example, the second light emission intensity is an emission intensity of 21% to 40% when the maximum light emission intensity is 100%. As an example, the third light emission intensity is 41% to 60% of the maximum light emission intensity taken as 100%. As an example, the fourth light emission intensity is 61% to 80% of the maximum light emission intensity taken as 100%. As an example, the fifth light emission intensity is 81% to 100% of the maximum light emission intensity taken as 100%. As an example, the specific color light emission is red light emission. As an example, the specific color light emission is red, green, and blue light emission in which the red light emission intensity is stronger than the green light emission intensity and the blue light emission intensity. As an example, the specific blinking light emission is light emission that blinks 15 to 20 times per second.

[0085] The specific effect is an effect that can be executed while the variable game is being executed. As an example, the specific effect is a part of the SR effect. As an example, the SR effect is composed of an introduction effect, a branching effect which is an example of a specific effect, and a result effect which is an example of a specific effect. The SR effect is an effect that allows the player to recognize whether or not a jackpot game, which is an example of a benefit, will be awarded. The SR effect is an effect that allows the player to recognize the expectation of the jackpot game, which is an example of a benefit (hereinafter, referred to as the benefit expectation). The SR effect, which includes a branching effect as a specific effect and a result effect, is an effect that has a higher benefit expectation than when the SR effect is not executed. The SR effect, which includes a branching effect as a specific effect and a result effect, is an effect that can be executed when a benefit is awarded.

[0086] Here, "recognizable" with respect to the predetermined content may include not making the predetermined content clear to the player, such as hinting at the predetermined content to the player. Also, "recognizable" with respect to the predetermined content may include making the predetermined content clear to the player. In other words, "recognizable" with respect to the predetermined content may include making the player definitively recognize the predetermined content. As an example, "recognizable" with respect to the bonus expectation may include suggesting that the bonus expectation is relatively high by displaying characters, effects, etc. As an example, "recognizable" with respect to the bonus expectation may include announcing that there is a specific bonus expectation, such as a jackpot confirmation performance.

[0087] As shown in FIG. 5(a), in the SR performance, the introduction performance is executed first. As an example, the introduction performance may include a display performance that displays a predetermined introduction image. As an example, the introduction image is an image that allows the expectation of a special bonus to be recognized. As an example, the introduction performance is a performance that does not include a specific light-emitting performance. As an example, the introduction performance is a performance that includes a non-specific light-emitting performance that is different from the specific light-emitting performance. As an example, the non-specific light-emitting performance is a performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a non-specific light-emitting mode that is different from the specific light-emitting mode. The non-specific light-emitting mode is a light-emitting mode that is composed of a part or all of the light emission of a non-specific color that is different from the specific color, the light emission of a non-specific blinking that is different from the specific blinking, the light emission of a specific color with a light emission intensity equal to or lower than a reference value, and the light emission of a specific blinking with a light emission intensity equal to or lower than a reference value. As an example, the non-specific light-emitting mode is a light-emitting mode that emits light with a light emission intensity equal to or lower than a third light-emitting intensity.

[0088] As shown in Figures 5(b) and 5(c), in the SR performance, when the introduction performance ends, a branching performance is executed as a specific performance. The branching performance as a specific performance includes a specific light-emitting performance. As an example, the specific light-emitting performance in the branching performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific color at a fourth light-emitting intensity. As an example, the specific light-emitting performance in the branching performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific flash at a fourth light-emitting intensity.

[0089] As shown in FIG. 5(b), as an example, the branching performance includes a first branching performance that includes a first operation acceptance period during which operation of the performance button BT is accepted. As an example, the first branching performance may include a display performance in which a promotion image Gs1 is displayed to encourage operation of the performance button BT. As an example, the promotion image Gs1 may be displayed during the first operation acceptance period. As an example, the promotion image Gs1 may include an image imitating the character string "Press the performance button." As an example, the promotion image Gs1 may include an image imitating the performance button BT. As an example, the promotion image Gs1 is an image that allows the expectation of a bonus to be recognized.

[0090] As shown in FIG. 5(c), as an example, the branching performance includes a second branching performance including a second operation acceptance period during which the operation of the performance lever LV is accepted. As an example, the second branching performance may include a display performance that displays a promotion image Gs2 that encourages the operation of the performance lever LV. As an example, the promotion image Gs2 may be displayed during the second operation acceptance period. As an example, the promotion image Gs2 may include an image imitating the character string "Press the performance lever." As an example, the promotion image Gs2 may include an image imitating the performance lever LV. As an example, the promotion image Gs2 is an image that allows the recognition of the bonus expectation. As an example, the promotion image Gs2 is an image that allows the recognition of a bonus expectation different from the bonus expectation that can be recognized by the promotion image Gs1. As an example, the promotion image Gs2 is an image that allows the recognition of a bonus expectation that is higher than the bonus expectation that can be recognized by the promotion image Gs1.

[0091] As shown in FIG. 5(d), in the SR performance, when the branch performance ends, a result performance as a specific performance is executed. The result performance as a specific performance includes a specific light-emitting performance. As an example, the specific light-emitting performance in the result performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific color by the fifth light-emitting intensity. As an example, the specific light-emitting performance in the result performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific blink by the fifth light-emitting intensity. As an example, the result performance may include a display performance that displays a predetermined result image. As an example, the result image is an image that allows the user to recognize whether or not a jackpot game, which is an example of a benefit, is awarded. As an example, the result image is an image that allows the user to recognize a combination of performance patterns that are stopped and displayed thereafter. As an example, the result image may be the very combination of performance patterns that are stopped and displayed thereafter.

[0092] The pre-performance will be described. As an example, the various effects executed in the pachinko gaming machine 10 include a pre-effect. A pre-effect is an effect that is executed before a specific effect is executed. In this embodiment, when a specific effect is executed, a pre-effect is always executed. In other words, a pre-effect is an effect that suggests or notifies of a specific light emission pattern. As an example, a pre-effect is an effect that suggests or notifies of a specific color of light emission. As an example, a pre-effect is an effect that suggests or notifies of a specific flashing light emission.

[0093] As shown in FIG. 6(a), for example, the pre-performance may include a display performance that displays a pre-image Gb that allows the player to recognize that a specific performance will be executed. The pre-image Gb is an image that allows the player to recognize the light emission of a specific light-emitting mode. For example, the pre-image Gb is an image that imitates the character string "A performance with strong light will be executed." For example, the period from the start of the pre-performance to the end of the specific performance may include a third operation acceptance period that accepts the operation of the performance button BT. For example, the third operation acceptance period is the entire period from the start of the pre-performance to the end of the specific performance. Note that the third operation acceptance period may include a period different from the period from the start of the pre-performance to the end of the specific performance. For example, the third operation acceptance period may be the period from the start of the pre-performance to the end of the first variation game, or the start of the next variation game.

[0094] Next, the limitation of light emission according to a specific light emission mode will be described. The pachinko gaming machine 10 of this embodiment is configured to be able to limit light emission in a specific light emission mode. As an example, limiting light emission in a specific light emission mode is to set the light emission intensity to a reference value or less. As an example, limiting light emission in a specific light emission mode is to set light emission in a fourth light emission intensity and light emission in a fifth light emission intensity to a third light emission intensity or less. Setting the light emission intensity to a reference value or less may include setting the light emission intensity to 0. In other words, limiting light emission in a specific light emission mode may include prohibiting light emission in a specific light emission mode.

[0095] As an example, in the pachinko gaming machine 10, it is possible to limit the emission of light in a specific light-emitting mode during the execution of a variable game. As an example, in the pachinko gaming machine 10, the setting for the emission of light in a specific light-emitting mode can be set from the standard setting to the specific setting by operating the performance button BT during the third operation acceptance period. As an example, the specific setting is a setting in which the emission intensity of the emission in a specific light-emitting mode is lower than the standard setting. In other words, the specific setting is a setting in which the emission intensity of the emission of light in a specific color is lower than the standard setting. More specifically, the specific setting is a setting in which the emission intensity of red is lower than the standard setting. Also, the specific setting is a setting in which the emission intensity of the emission by specific blinking is lower than the standard setting. In the pachinko gaming machine 10, it is possible to limit the emission of light in a specific light-emitting mode by operating the performance button BT during the third operation acceptance period to set the specific setting.

[0096] As shown in FIG. 6(b), when the setting for light emission in a specific light emission mode is a specific setting, a light emission restriction effect is executed, which allows the user to recognize that light emission in a specific light emission mode is restricted. That is, when the effect button BT is operated during the third operation acceptance period, the light emission restriction effect is executed. As an example, the light emission restriction effect may include a display effect that displays a light emission restriction image Sg, which allows the user to recognize that light emission in a specific light emission mode is restricted. As an example, the light emission restriction image Sg is an image that imitates the string of characters "light emission restricted."

[0097] Also, as an example, in the pachinko gaming machine 10, when a pre-performance is not being executed and in a standby state in which a variable game is not being executed, it is possible to limit the emission of light in a specific light emission mode. In the pachinko gaming machine 10, during a standby state, in a fourth operation acceptance period in which operation of the effect button BT is accepted, pressing the effect button BT executes a setting change effect for changing the settings related to the light emission in a specific light emission mode. In the setting change effect, in addition to the settings related to the light emission in a specific light emission mode, various settings can be changed. As an example, in the setting change effect, settings related to the volume of various effects and various notifications can be changed. As an example, in the setting change effect, settings related to the light intensity of various effects and various notifications can be changed. As an example, in the setting change effect, settings related to the customization of various effects can be changed.

[0098] As shown in FIG. 7(a), the setting change performance is a menu performance that allows the user to recognize the item for which the setting is to be changed. The menu performance may include a display performance that displays an item image Gm. The item image Gm may include an item image Gm corresponding to a setting related to light emission by a specific light emission mode. As an example, the item image Gm may include an item image Gm corresponding to a setting related to the volume of various effects and various notifications. As an example, the item image Gm may include an item image Gm corresponding to a setting related to the customization of various effects. During the execution of the menu performance, during a fifth operation acceptance period in which the operation of the performance button BT and the cross button JB is accepted, the cross button JB is operated to select an item for which the setting is to be changed. As an example, the menu performance is executed so that the selected item can be identified. As an example, the menu performance may include a display performance that displays an image indicating the selected item. As an example, the item images Gm may be displayed such that the item image Gm corresponding to the selected item image Gm is displayed in a different manner from the item images Gm corresponding to other items.

[0099] As shown in FIG. 7(b), in the fifth operation acceptance period, by operating the performance button BT, a setting status performance that allows the setting status of the selected item in the menu performance to be recognized is executed. As an example, the menu performance ends with the execution of the setting status performance. As an example, the setting status performance may include a display performance that displays a setting status image Gf. As an example, the setting status image Gf is an image that allows the setting status of the selected item to be recognized. During the execution of the setting status performance, in the sixth operation acceptance period in which the operation of the performance button BT is accepted, the setting of the selected item can be changed by operating the performance button BT. That is, during the non-execution of the pre-performance, in the waiting state in which the variable game is not executed, the setting regarding the light emission by the specific light emission mode can be set to a specific setting based on the operation of the performance button BT. Also, in the sixth operation acceptance period, the setting regarding the volume of various performances and various notifications can be changed by operating the performance button BT. Also, in the sixth operation acceptance period, the setting regarding the light amount of various performances and various notifications can be changed by operating the performance button BT. Also, in the sixth operation acceptance period, the setting regarding the customization of various performances can be changed by operating the performance button BT.

[0100] Next, the standby effects that can be executed in the standby state will be described. As an example, the standby effect is executed when a predetermined time has elapsed since the standby state was entered. As an example, the standby effect may include an attention-calling effect that calls attention to a specific state. As an example, the specific state is a state adversely affected by various effects and various notifications of the pachinko gaming machine 10. As an example, the specific state is a state adversely affected by light emission due to a specific light-emitting mode. As an example, the specific state is a state in which dizziness, headache, convulsions, etc. occur. As an example, the targets of this attention-calling are the player who shoots the video, the editor who edits the video, and the viewer who watches the video.

[0101] As shown in FIG. 8(a), the attention-calling effect may include a display effect that displays a predetermined attention-calling image Cg. As an example, the attention-calling image Cg is an image that calls attention to a specific state. As an example, the attention-calling image Cg is an image that calls attention to the fact that various effects of the pachinko game machine 10 and various notifications will have a negative effect. As an example, the attention-calling image Cg is an image that calls attention to the fact that light emission in a specific light-emitting mode will have a negative effect. As an example, the attention-calling image Cg is an image that calls attention to the fact that a specific state will be caused by watching a video. As an example, the attention-calling image Cg may include an image that imitates the character string "The actual light-emitting mode may differ in the video." As an example, the attention-calling image Cg may include an image that imitates the character string "Continuous viewing of a strong light may make you feel sick." As an example, the attention-calling effect may include a non-specific light-emitting effect. As an example, the non-specific light-emitting performance in the attention-calling performance is a light-emitting performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light at a first light-emitting intensity. In this embodiment, by configuring the attention-calling performance to be executable in the standby state, it is possible to execute the attention-calling before the start of the pre-performance.

[0102] As an example, the standby effect may include a demonstration effect (hereinafter, referred to as a "demo effect"). The demo effect is an effect for attracting customers. As shown in FIG. 8(b), as an example, the demo performance may include a display performance that displays a demo image for attracting customers. As an example, the demo image is an image displayed in a display performance executed during execution of a variable game, or an image related to the image. As an example, the demo performance may include a special light-emitting performance. As an example, the special light-emitting performance is a performance that emits light in a specific light-emitting mode. As an example, the special light-emitting performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including emission of a specific color by a fourth light-emitting intensity. As an example, the special light-emitting performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including emission of a specific blinking light by a fourth light-emitting intensity. As an example, the demo performance is an example of a special performance. As an example, the standby performance is repeatedly executed in the order of the attention calling performance and the demo performance, and the attention calling performance and the demo performance. Note that the standby performance may be executed in the order of the demo performance and the attention calling performance.

[0103] The control executed by the sub-CPU 51 to execute these effects and notifications will now be described. First, the control for executing the SR performance and the pre-performance will be described.

[0104] When the sub-CPU51 inputs a fluctuation start command, it determines whether or not to execute an SR presentation based on the fluctuation content of the fluctuation game that can be specified from the fluctuation start command. As an example, the sub-CPU51 may determine to execute an SR presentation when it specifies a fluctuation pattern HP3, a fluctuation pattern HP4, a fluctuation pattern HP6, or a fluctuation pattern HP7 from the input fluctuation start command. In addition, when executing an SR presentation, the sub-CPU51 determines the presentation mode of the SR presentation. As an example, when the sub-CPU51 specifies a fluctuation pattern HP3 or a fluctuation pattern HP6 from the input fluctuation start command, it determines to execute an SR presentation that includes a first branch presentation. On the other hand, when the sub-CPU51 specifies a fluctuation pattern HP4 or a fluctuation pattern HP7 from the input fluctuation start command, it determines to execute an SR presentation that includes a first branch presentation or a second branch presentation. As an example, when the sub-CPU51 identifies the variation pattern HP4 or the variation pattern HP7 from the input variation start command, it performs a predetermined lottery and, depending on the result of the predetermined lottery, decides to execute an SR performance including a first branch performance or an SR performance including a second branch performance. As a result, depending on the progress of the game when the SR performance is executed (depending on whether the NR performance has been executed or not), there are cases where the first branch performance is executed and cases where the first branch performance or the second branch performance is executed.

[0105] When the sub-CPU51 decides to execute an SR performance, it decides to execute a pre-performance. When the sub-CPU51 decides to execute a pre-performance, it decides the timing of execution of the pre-performance. As an example, when the sub-CPU51 identifies the variation pattern HP3 or the variation pattern HP6 from the input variation start command, it decides the first timing as the timing of execution of the pre-performance. On the other hand, when the sub-CPU51 identifies the variation pattern HP4 or the variation pattern HP7 from the input variation start command, it decides the second timing as the timing of execution of the pre-performance. As an example, the first timing is when the NR performance progresses to the SR performance. As an example, the second timing is when the SR performance starts.

[0106] When the first timing is determined as the execution timing of the pre-performance, the sub-CPU51 controls the group of performance devices ES to execute the pre-performance when the timing to develop from the NR performance to the SR performance arrives. When the second timing is determined as the execution timing of the pre-performance, the sub-CPU51 controls the group of performance devices ES to execute the pre-performance when the timing to start the SR performance arrives. When the sub-CPU51 starts the pre-performance, it starts a third operation acceptance period in which the operation of the performance button BT is accepted. In the third operation acceptance period, when the sub-CPU51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it changes the setting related to the light emission by the specific light emission mode. As an example, the sub-CPU51 refers to the setting information stored in the sub-RAM53. The setting information is information that can specify the setting status of various settings. As an example, the setting information is non-backup information. In other words, the setting information is information that is initialized when the power supply is started. When the sub-CPU51 determines from the setting information that the setting for the light emission in the specific light emission mode is the standard setting, it changes the setting for the light emission in the specific light emission mode to the specific setting and updates the setting information so that it can be determined that the setting for the light emission in the specific light emission mode is the specific setting. When the sub-CPU51 determines from the setting information that the setting for the light emission in the specific light emission mode is the specific setting, it changes the setting for the light emission in the specific light emission mode to the standard setting and updates the setting information so that it can be determined that the setting for the light emission in the specific light emission mode is the standard setting. After that, the sub-CPU51 controls the performance device group ES so as to end the pre-performance when the end timing of the pre-performance has passed. As an example, when the pre-performance is started at the first timing, the sub-CPU51 determines that the end timing of the pre-performance has arrived when the start timing of the SR performance has arrived. As an example, when the pre-performance is started at the second timing, the sub-CPU51 determines that the end timing of the pre-performance has arrived when the start timing of the branching performance has arrived. The secondary CPU 51 ends the third operation accepting period when the end timing of the third operation accepting period arrives.As an example, the sub-CPU 51 determines that the end timing of the third operation acceptable period has arrived when the end timing of the variable game has arrived.

[0107] When it is determined that an SR performance is to be executed, the sub-CPU51 controls the performance device group ES so as to execute the SR performance when the start timing of the SR performance arrives. More specifically, when it is determined that an SR performance is to be executed, the sub-CPU51 controls the performance device group ES so as to execute the introduction performance when the start timing of the SR performance arrives. As an example, when a variation game based on the variation pattern HP3 or the variation pattern HP6 is executed, the sub-CPU51 determines that the start timing of the SR performance has arrived when a first predetermined time (e.g., 20 seconds) has elapsed since the start of the variation game. As an example, when a variation game based on the variation pattern HP4 or the variation pattern HP7 is executed, the sub-CPU51 determines that the start timing of the SR performance has arrived when a second predetermined time (e.g., 15 seconds) has elapsed since the start of the variation game. As an example, the second predetermined time is shorter than the first predetermined time.

[0108] The sub-CPU51 controls the group of performance devices ES so as to execute a branch performance when the start timing of the branch performance arrives. Specifically, when the sub-CPU51 decides to execute an SR performance including a first branch performance, the sub-CPU51 controls the group of performance devices ES so as to execute the first branch performance when the start timing of the branch performance arrives. When the sub-CPU51 decides to execute an SR performance including a second branch performance, the sub-CPU51 controls the group of performance devices ES so as to execute the second branch performance when the start timing of the branch performance arrives. The sub-CPU51 determines that the start timing of the branch performance arrives when the performance time of the introduction performance has elapsed. In other words, when the performance time of the introduction performance has elapsed, the sub-CPU51 controls the group of performance devices ES so as to execute a branch performance instead of the introduction performance. As an example, when the sub-CPU51 executes the first branch performance, the sub-CPU51 starts a first operation acceptance period in which the operation of the performance button BT is accepted. As an example, when the sub-CPU51 executes the second branch performance, the sub-CPU51 starts a second operation acceptance period in which the operation of the performance lever LV is accepted.

[0109] The sub-CPU51 controls the performance device group ES so that the result performance is executed when the start timing of the result performance arrives. Specifically, when the winning lottery is won, the sub-CPU51 controls the performance device group ES so that the winning result performance is executed when the start timing of the result performance arrives. When the winning lottery is not won, the sub-CPU51 controls the performance device group ES so that the losing result performance is executed when the start timing of the result performance arrives. As an example, the sub-CPU51 determines that the start timing of the result performance has arrived when the performance time of the branching performance has elapsed, when the performance button BT has been operated in the first operation acceptance period, or when the performance lever LV has been operated in the second operation acceptance period. As an example, the sub-CPU51 ends the first operation acceptance period or the second operation acceptance period when the start timing of the result performance arrives.

[0110] Next, the control in the standby state will be described. The sub-CPU 51 starts a fourth operation acceptance period in which the operation of the effect button BT is accepted when the sub-CPU 51 is in the standby state. As an example, the sub-CPU 51 starts a fourth operation acceptance period in which the operation of the effect button BT is accepted when a predetermined time (for example, 10 seconds) has elapsed since the sub-CPU 51 was in the standby state. In the fourth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, the sub-CPU 51 controls the effect device group ES to execute a setting change effect. Specifically, in the fourth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, the sub-CPU 51 controls the effect device group ES to execute a menu effect. In the fourth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, the sub-CPU 51 ends the fourth operation acceptance period. When starting a setting change effect, the sub-CPU 51 initializes the item information stored in the sub-RAM 53. The item information is information that can identify the item being selected. As an example, the item information after initialization is information that can identify settings regarding the volume of various effects and various notifications.

[0111] Next, the secondary CPU51 starts a fifth operation acceptance period in which the operation of the effect button BT and the cross button JB is accepted. In the fifth operation acceptance period, when the secondary CPU51 determines that the cross button JB has been operated based on the operation signal of the cross button JB, it can change the selected item according to the operation mode of the cross button JB. As an example, the secondary CPU51 changes the selected setting in the following order each time the up button JBu is operated: ...settings related to the volume of various effects and various notifications →settings related to light emission by a specific light emission mode →settings related to customization of various effects →settings related to the light intensity of various effects and various notifications →settings related to the volume of various effects and various notifications. As an example, the secondary CPU51 changes the selected item in the following order each time the down button JBd is operated: ...settings related to the volume of various effects and various notifications →settings related to the light intensity of various effects and various notifications →settings related to customization of various effects →settings related to light emission by a specific light emission mode →settings related to the volume of various effects and various notifications. When the sub-CPU51 changes the selected item, it updates the setting type information so that the changed selected item can be identified. During the fifth operation acceptance period, when the sub-CPU51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it controls the performance device group ES to execute a setting status performance that allows the setting status of the selected item to be recognized, instead of the menu performance. During the fifth operation acceptance period, when the sub-CPU51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it ends the fifth operation acceptance period.

[0112] Next, the sub-CPU51 starts a sixth operation acceptance period in which the operation of the effect button BT is accepted. In the sixth operation acceptance period, when the sub-CPU51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it changes the setting of the item selected in the menu performance. In other words, when a setting status performance in which the setting status of the setting related to the light emission by the specific light emission mode can be recognized is being executed, the setting related to the light emission by the specific light emission mode is changed from the standard setting to the specific setting to the standard setting each time the effect button BT is operated. As an example, the sub-CPU51 accepts the operation of any operation means, and when the operation means is operated, ends the sixth operation acceptance period. As an example, when ending the sixth operation acceptance period, the sub-CPU51 controls the performance device group ES to end the setting change performance. Note that, when multiple operation acceptance periods in which operations by the same operation means are accepted are started in an overlapping manner, only the operation during the operation acceptance period with a high predetermined priority may be accepted, or operations during all operation acceptance periods may be accepted. In other words, operations during multiple operation acceptance periods may be accepted by one operation.

[0113] Furthermore, the sub-CPU51 controls the performance device group ES to execute a standby performance when the standby state is entered. As an example, the sub-CPU51 controls the performance device group ES to execute an attention calling performance when a predetermined time (e.g., 15 seconds) has elapsed since the standby state was entered. As an example, when the performance time of the attention calling performance has elapsed, the sub-CPU51 controls the performance device group ES to end the attention calling performance and execute a demo performance. Thereafter, the sub-CPU51 controls the performance device group ES to alternately execute the attention calling performance and the demo performance until the standby state is ended or a setting change performance is executed.

[0114] The process executed by the secondary CPU 51 to limit the light emission in the specific light emission mode will be described. As an example, the sub-CPU51 controls the first decorative lamp LA1 and the second decorative lamp LA2 based on the light emission performance data for limiting the light emission in the specific light emission mode during the restriction of the light emission in the specific light emission mode, that is, when the setting regarding the light emission in the specific light emission mode is the specific setting. In other words, the restriction of the light emission in the specific light emission mode is realized by providing light emission performance data for not restricting the light emission in the specific light emission mode and light emission performance data for limiting the light emission in the specific light emission mode, and by switching the light emission performance data to be referred to based on the setting regarding the light emission in the specific light emission mode. As an example, when the power supply is started, the sub-CPU51 restricts the light emission in the specific light emission mode until a new variable game is started, regardless of whether the setting regarding the light emission in the specific light emission mode is the specific setting or not.

[0115] As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data by light emission not including a specific color. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data by light emission not including a specific blinking. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data by light emission not including a specific color by a light-emitting intensity equal to or higher than a reference value. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data by light emission not including a specific blinking by a light-emitting intensity equal to or higher than a reference value. Note that the restriction of light emission in a specific light-emitting mode may be realized by the sub-CPU51 controlling the first decorative lamp LA1 and the second decorative lamp LA2 by regarding the information indicating light emission by the fourth light-emitting intensity and the fifth light-emitting intensity in the light-emitting performance data as information indicating light emission by a specific light-emitting intensity that is equal to or lower than the third light-emitting intensity.

[0116] In this embodiment, the sub-CPU51 limits the emission of light in the specific light-emitting mode of the first decorative lamp LA1 among the emission of light in the specific light-emitting mode of the first decorative lamp LA1 and the emission of light in the specific light-emitting mode of the second decorative lamp LA2. That is, the sub-CPU51 does not limit the emission of light in the specific light-emitting mode of the second decorative lamp LA2. Also, in this embodiment, the sub-CPU51 limits the emission of light in the specific light-emitting mode during the execution of the variation game among the emission of light in the specific light-emitting mode during the execution of the variation game and the emission of light in the specific light-emitting mode during the non-execution of the variation game. That is, the sub-CPU51 does not limit the emission of light in the specific light-emitting mode during the non-execution of the variation game. As a result, the emission of a specific color in the demo effect as a special effect is not limited even when a specific setting is set in the setting related to the emission of light in the specific light-emitting mode. Also, the emission of a specific flash in the demo effect as a special effect is not limited even when a specific setting is set in the setting related to the emission of light in the specific light-emitting mode.

[0117] An example of a specific execution mode of a specific effect and a pre-effect will be described. FIG. 9(a) shows the situation when the NR effect progresses to the SR effect. At this time, the advancement effect is executed in the effect display device EH, triggered by the advancement from the NR effect to the SR effect. This allows the player to recognize in advance that a specific effect including the emission of a specific light-emitting pattern will be executed. In addition, at this time, the third operation acceptance period is started with the start of the advancement effect.

[0118] As shown in Fig. 9(b), when the setting for the light emission in the specific light emission mode is changed from the standard setting to the specific setting by operating the effect button BT during the third operation acceptance period, the light emission limiting effect is executed in the effect display device EH. This allows the player to recognize that the light emission in the specific light emission mode will be limited in the specific effect executed thereafter.

[0119] As shown in Fig. 9(c), it is assumed that an SR performance has started. In other words, it is assumed that an introduction performance has started. At this time, since the setting related to the light emission by the specific light emission mode is a specific setting, the light emission restricted performance continues to be executed in the performance display device EH. On the other hand, as described above, the introduction performance is a performance that does not include a specific light emission performance that emits light by a specific light emission mode, but includes a non-specific light emission performance that emits light by a non-specific light emission mode. For this reason, the light emission performance (non-specific light emission performance) in the introduction performance is not restricted.

[0120] As shown in FIG. 9(d), it is assumed that the introduction performance has ended and a branch performance as a specific performance has started. At this time, it is assumed that the first branch performance has started as the branch performance. As described above, the branch performance as a specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being restricted, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is restricted. On the other hand, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not restricted.

[0121] As shown in FIG. 9(e), assume that the branching performance has ended and the result performance as the specific performance has started. As described above, the result performance as the specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being limited, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is limited. On the other hand, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not limited. As a result, even if the light emission in the specific light-emitting mode is being limited, the difference in light emission intensity between the branching performance as the specific performance and the result performance as the specific performance can be recognized from the light-emitting mode of the second decorative lamp LA2.

[0122] 10(a) and 10(b) show a situation where an SR performance starts without going through an NR performance. At this time, the start of the SR performance triggers the performance display device EH to execute a pre-performance. This allows the player to recognize in advance that a specific performance including light emission in a specific light emission mode will be executed. In addition, at this time, the third operation acceptance period starts with the start of the pre-performance.

[0123] As shown in Fig. 10(c), when the setting for light emission in a specific light emission mode is changed from the standard setting to the specific setting by operating the effect button BT during the third operation acceptance period, the effect display device EH executes a light emission restriction effect. This allows the player to recognize that light emission in a specific light emission mode will be restricted in the specific effect executed thereafter. As described above, the introduction effect does not include a specific light emission effect that emits light in a specific light emission mode, so the light emission effect (non-specific light emission effect) in the introduction effect is not restricted.

[0124] As shown in FIG. 10(d), it is assumed that the introduction performance has ended and a branch performance as a specific performance has started. At this time, it is assumed that a second branch performance has started as a branch performance. As described above, the branch performance as a specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being restricted, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is restricted. On the other hand, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not restricted.

[0125] As shown in FIG. 10(e), assume that the branching performance has ended and the result performance as the specific performance has started. As described above, the result performance as the specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being limited, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is limited. Meanwhile, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not limited. As a result, even if the light emission in the specific light-emitting mode is being limited, the difference in light emission intensity between the branching performance as the specific performance and the result performance as the specific performance can be recognized from the light-emitting mode of the second decorative lamp LA2.

[0126] In this way, after the start of the pre-performance, the light emission intensity of the specific color in the specific performance can be set to a specific setting that is lower than the standard setting, or that does not emit light in the specific color in the specific performance, based on the operation of the performance button BT. Also, after the start of the pre-performance, the light emission intensity of the specific blinking in the specific performance can be set to a specific setting that is lower than the standard setting, or that does not emit light in the specific blinking in the specific performance, based on the operation of the performance button BT. Also, while the period from the start timing of the pre-performance to the start timing of the specific performance may differ depending on the progress of the game, even if the length of the period from the start timing of the pre-performance to the start timing of the specific performance differs, the setting regarding the light emission by the specific light emission mode can be set to a specific setting after the start of the pre-performance based on the operation of the performance button BT. In contrast, in this embodiment, the performance mode of the branching performance as the specific performance may differ depending on the progress of the game. This makes it easier to set the setting regarding the light emission by the specific light emission mode to a specific setting, while allowing the player to enjoy the specific performance according to the progress of the game.

[0127] FIG. 11(a) shows a situation in which light emission in a specific light emission mode is being restricted and an introduction performance is being performed. As shown in FIG. 11(b) and FIG. 11(c), assume that the power supply is cut off during the execution of an introduction performance, and then the power supply is started again. As described above, in this embodiment, when the power supply is started, it is possible to restore based on the secondary backup information. That is, in this embodiment, it is possible to restore to the performance state when the power supply was cut off. On the other hand, since the setting information is not secondary backup information, it is initialized when the power supply is started. In other words, the setting related to the light emission in the specific light emission mode becomes the standard setting. Therefore, when the power supply is started, the introduction performance is executed, but the light emission restriction performance is not executed.

[0128] As shown in FIG. 11(d), assume that the introduction performance ends and a branch performance as a specific performance starts. As described above, when power supply starts, light emission in a specific light-emitting mode is restricted until a new variable game starts. Therefore, in the branch performance as a specific performance, light emission in a specific light-emitting mode of the first decorative lamp LA1 is restricted. On the other hand, light emission in a specific light-emitting mode of the second decorative lamp LA2 is not restricted.

[0129] As shown in FIG. 11(e), assume that the branching effect ends and the result effect as the specific effect starts. At this time, since a new variable game has not started after the power supply has started, light emission in the specific light emission mode is restricted. Therefore, in the result effect as the specific effect, light emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, light emission in the specific light emission mode of the second decorative lamp LA2 is not restricted.

[0130] In this way, when a specific performance is being performed and a specific setting is set for the setting related to light emission in a specific light emission mode, if the power supply is cut off and then started again, the standard setting is set for the setting related to light emission in a specific light emission mode. Meanwhile, the light emission of a specific color in a specific performance after recovery is restricted. Also, when a specific performance is being performed and a specific setting is set for the setting related to light emission in a specific light emission mode, if the power supply is cut off and then started again, the standard setting is set for the setting related to light emission in a specific light emission mode. Meanwhile, the light emission of a specific flashing light in a specific performance after recovery is restricted.

[0131] The effects of this embodiment will be described. (1-1) The light-emitting effect may have a different light-emitting mode from the original light-emitting mode depending on the frame rate when the video is shot or viewed. As a result, the light-emitting effect may have an unintended adverse effect on the viewer who watches the video shot by the player. Based on this premise, in this embodiment, as a light-emitting mode that may have an unintended adverse effect, the light-emitting intensity of a specific color in a specific effect can be set to a specific setting that is lower than the standard setting or does not emit a specific color in a specific effect based on the operation of the effect button BT after the start of a pre-effect that suggests or notifies the light emission of a specific color. This makes it possible to suppress unintended adverse effects on the viewer when the specific effect is executed, thereby reducing the effort required for the player to process the shot video. This makes it possible to suppress a decrease in the player's motivation to shoot a video.

[0132] (1-2) In addition, in this embodiment, as a light emission mode that may have an unintended adverse effect, the light emission intensity of the specific flashing in the specific effect can be set to a lower than standard setting, or a specific setting that does not emit light with the specific flashing in the specific effect, based on the operation of the effect button BT after the start of the pre-effect that suggests or notifies the emission of the specific flashing. This makes it possible to suppress unintended adverse effects on the viewer when the specific effect is executed, and as a result, the effort required for the player to process the captured video can be reduced. This makes it possible to suppress a decrease in the motivation of the player to shoot videos.

[0133] (1-3) In addition, in this embodiment, the light emission intensity can be adjusted by the settings related to the light amount of various effects and various notifications, regardless of whether the color is specific or not, in addition to the settings related to the light emission by the specific light emission mode. Therefore, the player can adjust the light emission intensity of various effects to his / her preference, while setting the specific effects according to the shooting conditions of the video.

[0134] (1-4) In addition, in this embodiment, the light emission intensity can be adjusted by the settings related to the light amount of various effects and various notifications, regardless of whether the specific flashing is performed or not, in addition to the settings related to the light emission by the specific light emission mode. Therefore, the player can adjust the light emission intensity of various effects to his / her preference, while setting the specific effects according to the shooting conditions of the video.

[0135] (1-5) In addition, in this embodiment, even if the pre-effect is not being executed, if the game is in a standby state in which the variable game is not being executed, the setting related to the light emission by the specific light emission mode can be set to the specific setting. According to this, since the setting related to the light emission by the specific light emission mode can be set to the specific setting before starting a game, it is possible to prevent the specific effect from being executed based on the standard setting due to the setting related to the light emission by the specific light emission mode not being set to the specific setting.

[0136] (1-6) A demo effect as a special effect that can be executed in a standby state is an effect that can be enjoyed even by non-players. For this reason, videos that are made public often do not include the execution of such effects. Also, in a standby state, it is possible that the player who is filming has stopped playing. Therefore, although the demo effect as a special effect is an effect that includes light emission of a specific color (light emission by a specific light emission mode), by making it exempt from the restriction due to the specific setting being set as the setting for light emission by the specific light emission mode, it is possible to suppress a decrease in the motivation of players who want to film videos while suppressing a decrease in the customer-attracting effect of the demo effect as a special effect.

[0137] (1-7) In addition, with regard to the demo effects as special effects, although they include a specific flashing light emission (light emission by a specific light emission mode), by making them exempt from the restrictions due to the specific settings being set as settings for light emission by a specific light emission mode, it is possible to suppress a decrease in the motivation of players who wish to take videos while also suppressing a reduction in the customer-drawing effect of the demo effects as special effects.

[0138] (1-8) In addition, in this embodiment, the expectation of a special benefit is higher when a special effect is executed than when a special effect is not executed. In other words, a special effect is an effect that a player who intends to take a video also wants to record in the video. Therefore, even if such an effect is recorded, since processing of the video is not required, it is possible to effectively suppress a decrease in the motivation of a player who intends to take a video.

[0139] (1-9) In a situation where the power supply is cut off during the execution of a game, it is assumed that an unexpected problem occurs in the gaming machine. In such a situation, information that is not related to the progress of the game, such as the setting related to the light emission intensity of a specific color, can be initialized to make it easier to solve the problem in the gaming machine. However, if the specific performance when the power supply is resumed is executed based on the standard setting after initialization, the specific performance is executed in a situation where the player does not have an opportunity to reset the specific setting, and as a result of the player having to go to the trouble of editing the video that was shot, there is a risk that the player's motivation to shoot a video will decrease. In view of such a risk, in this embodiment, the player's effort to edit the video that was shot can be reduced by limiting the emission of the specific color for the specific performance when the power supply is resumed. This makes it possible to suppress the player's motivation to shoot a video from decreasing.

[0140] (1-10) In addition, in this embodiment, by limiting the emission of specific blinking lights for specific effects when the power supply is resumed, the time and effort required for the player to edit the captured video can be reduced. This can prevent the player's motivation to take videos from decreasing.

[0141] (1-11) In this embodiment, the period from the start of the pre-effect to the start of the specific effect may vary depending on the progress of the game. However, regardless of the length of the period, after the start of the pre-effect, the setting related to the light emission in the specific light emission mode can be set to the specific setting based on the operation of the effect button BT. This makes it easier to set the setting related to the light emission in the specific light emission mode to the specific setting before the start of the specific effect, thereby reducing the effort required for the player to process the recorded video.

[0142] (1-12) In this embodiment, the presentation mode of the branching effect as the special effect may differ depending on the progress of the game. This makes it easier for the player to pay attention to the progress of the game when the special effect starts.

[0143] (1-13) In this embodiment, the specific color of light is red, green, or blue, and the red light intensity is stronger than the green light intensity and the blue light intensity. In general, red light is more likely to have a negative effect on the player than green light and blue light. Therefore, by lowering the light intensity of such colors, the light intensity can be effectively reduced.

[0144] (1-14) In this embodiment, by issuing a warning before the start of a pre-performance, the player is more likely to recognize in advance that an unintended adverse effect may be caused to the viewer when a specific performance is executed, which makes it easier to encourage the player to set the setting related to the light emission by a specific light-emitting mode to a specific setting.

[0145] (1-15) In general, it is considered that some light-emitting means have a small effect on the viewer. Based on this premise, it is possible to appropriately limit the emission of a specific color by varying whether or not to limit the emission of a specific color depending on the type of light-emitting means.

[0146] (1-16) In addition, by varying whether or not to limit the emission of specific blinking depending on the type of light-emitting means, it is possible to suitably limit the emission of specific blinking. Second embodiment A pachinko gaming machine according to a second embodiment will be described.

[0147] In the following description, the same configurations and controls as those in the already described embodiment are denoted by the same reference numerals, and duplicate descriptions thereof will be omitted or simplified. The second embodiment differs from the first embodiment in that the period from the start timing of the pre-performance to the start timing of the specific performance is the same when the SR performance is executed via the NR performance and when the SR performance is executed without the NR performance. When the SR performance is executed via the NR performance, it is an example of when the game progress status is the first status. When the SR performance is executed without the NR performance, it is an example of when the game progress status is the second status.

[0148] The control for executing pre-performance in the second embodiment will be described. When the sub-CPU51 determines to execute the pre-performance, it determines the execution timing of the pre-performance. As an example, the sub-CPU51 determines the second timing as the execution timing of the pre-performance regardless of whether the inputted fluctuation start command specifies fluctuation pattern HP3, fluctuation pattern HP4, fluctuation pattern HP6, or fluctuation pattern HP7. In other words, when the sub-CPU51 determines to execute the pre-performance, it determines one predetermined execution timing as the execution timing of the pre-performance. When the sub-CPU51 determines to execute the pre-performance, it controls the group of performance devices ES to execute the pre-performance when the start timing of the SR performance arrives.

[0149] An example of a specific execution mode of the specific performance and pre-performance in the second embodiment will be described. 12(a) shows the situation when the NR effect progresses to the SR effect. As described above, in the second embodiment, even when the NR effect progresses to the SR effect, the pre-effect is executed when the start timing of the SR effect arrives. Therefore, in the second embodiment, the pre-effect is not executed at the timing when the NR effect progresses to the SR effect.

[0150] As shown in FIG. 12(b), it is assumed that an SR performance has started. In other words, it is assumed that an introduction performance has started. At this time, the start of the SR performance is used as a trigger to execute a pre-performance in the performance display device EH. This allows the player to recognize in advance that a specific performance including light emission in a specific light emission mode will be executed. In addition, at this time, the third operation acceptance period is started with the start of the pre-performance.

[0151] As shown in FIG. 12(c), when the setting for light emission in a specific light-emitting mode is changed from the standard setting to the specific setting by operating the effect button BT during the third operation acceptance period, the effect display device EH executes a light emission restriction effect. This allows the player to recognize that light emission in a specific light-emitting mode will be restricted in the specific effect executed thereafter. As described above, the introduction effect is an effect that does not include a specific light-emitting effect that emits light in a specific light-emitting mode, but includes a non-specific light-emitting effect that emits light in a non-specific light-emitting mode. Therefore, the light-emitting effect (non-specific light-emitting effect) in the introduction effect is not restricted.

[0152] As shown in FIG. 12(d), it is assumed that the introduction performance has ended and a branch performance as a specific performance has started. At this time, it is assumed that a second branch performance has started as a branch performance. As described above, the branch performance as a specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being restricted, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is restricted. On the other hand, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not restricted.

[0153] As shown in FIG. 12(e), assume that the branching performance has ended and the result performance as the specific performance has started. As described above, the result performance as the specific performance is a performance including a specific light-emitting performance that emits light in a specific light-emitting mode. Since the light emission in the specific light-emitting mode is being limited, the light emission in the specific light-emitting mode of the first decorative lamp LA1 is limited. Meanwhile, the light emission in the specific light-emitting mode of the second decorative lamp LA2 is not limited. As a result, even if the light emission in the specific light-emitting mode is being limited, the difference in light emission intensity between the branching performance as the specific performance and the result performance as the specific performance can be recognized from the light-emitting mode of the second decorative lamp LA2.

[0154] Thus, in this embodiment, the period from the start of the pre-performance to the start of the specific performance is the same when the game progress status is in the first status and when the game progress status is in the second status.

[0155] The effects of this embodiment will be described. (2-1) According to this embodiment, the period from the start of the pre-performance to the start of the specific performance is the same when the game progress is in the first state and when the game progress is in the second state. This makes it easy to set the setting related to the light emission in the specific light emission mode to the fixed setting after the start of the pre-performance and before the specific performance starts when the game progress is in the first state and the pre-performance is executed and when the game progress is in the second state and the pre-performance is executed.

[0156] Third embodiment A pachinko gaming machine according to a third embodiment will be described. The third embodiment differs from the first embodiment in that a special reach effect (hereinafter, referred to as SP effect) can be executed as the reach effect. As an example, the SP effect is an effect with a higher expectation of a jackpot than the SR effect. As an example, the SP effect can be executed via the SR effect. As an example, the SP effect can be executed without going through the SR effect. As an example, when the SP effect is executed without going through the SR effect, it may be executed via the NR effect, or may be executed without going through the NR effect.

[0157] As an example, the SP performance may include a pre-performance (hereinafter referred to as the second pre-performance) different from the pre-performance described in the first embodiment (hereinafter referred to as the first pre-performance), and a specific performance (hereinafter referred to as the second specific performance) different from the specific performance (hereinafter referred to as the first specific performance) described in the first embodiment.

[0158] As shown in FIG. 13(a), in the SP performance, the second pre-performance is executed first. As an example, the second pre-performance is a performance that suggests or notifies that a specific song will be output. As an example, the second pre-performance may include a display performance that displays a pre-image Gj. As an example, the pre-image Gj is an image that allows the expectation of a bonus to be recognized. As an example, the pre-image Gj is an image that notifies that a specific song will be output. As an example, the pre-image Gj may include an image that imitates the string of characters "Performance starting soon."

[0159] As shown in FIG. 13(b), in the SP performance, when the second pre-performance ends, an introduction performance is executed as a second specific performance. As an example, the introduction performance of the SP performance may include a display performance in which a character image Gc resembling a specific character is displayed. As an example, the introduction performance of the SP performance may include a sound performance in which a specific song is output. Specifically, the sound performance in which a specific song is output is a song accompanied by singing by the specific character.

[0160] As shown in FIG. 13(c), in the SP performance, when the introduction performance ends, a branch performance is executed. As an example, the execution period of the branch performance of the SP performance may include a seventh operation acceptance period during which the operation of the performance lever LV is accepted. As an example, the branch performance of the SP performance may include a display performance that displays a promotion image Gs3 that encourages the operation of the performance lever LV. As an example, the promotion image Gs3 may be displayed in the seventh operation acceptance period. As an example, the promotion image Gs3 may include an image imitating the character string "Press the performance lever". As an example, the promotion image Gs3 may include an image imitating the performance lever LV. As an example, the promotion image Gs3 is an image that allows the bonus expectation degree to be recognized. As an example, the promotion image Gs3 is an image different from the promotion image Gs2. As an example, the promotion image Gs3 is an image that allows the bonus expectation degree to be recognized that is different from the bonus expectation degree recognizable by the promotion image Gs1 and the bonus expectation degree recognizable by the promotion image Gs2. As an example, the promotion image Gs3 is an image that allows the player to recognize a higher degree of bonus expectation than the degree of bonus expectation that can be recognized by the promotion image Gs2. Note that the promotion image Gs3 may be the same image as the promotion image Gs2. As an example, the branching effect of the SP effect may include a sound effect that outputs a specific piece of music. Specifically, in the branching effect of the SP effect, the sound effect that outputs a specific piece of music is executed continuously from the introductory effect of the SP effect. In other words, the branching effect of the SP effect may be a second specific effect.

[0161] As shown in FIG. 13(d), in the SP performance, when the branch performance ends, the result performance is executed. As an example, the result performance of the SP performance may include a display performance that displays a predetermined result image. As an example, the result image is an image that allows the player to recognize whether or not a jackpot game, which is an example of a benefit, is awarded. As an example, the result image is an image that allows the player to recognize a combination of performance symbols that are stopped and displayed thereafter. As an example, the result image may be the combination of performance symbols that are stopped and displayed thereafter. As an example, the result performance of the SP performance may include a sound performance that outputs a specific piece of music. Specifically, in the result performance of the SP performance, the sound performance that outputs a specific piece of music is executed continuously from the introduction performance of the SP performance or the branch performance of the SP performance. In other words, the result performance of the SP performance may be a second specific performance. As an example, the result performance of the SP performance may include a sound performance that outputs a specific piece of music when the result of the jackpot is displayed, out of the case where the result of the jackpot is displayed and the case where the result of the miss is displayed.

[0162] Next, restrictions on output of specific music pieces will be described. The pachinko gaming machine 10 of this embodiment is configured to be able to limit the output of a specific song. As an example, limiting the output of a specific song is to make the audibility of the specific song equal to or less than a reference value. Note that making the audibility of the specific song equal to or less than a reference value may include making the audibility of the specific song equal to zero. In other words, limiting the output of a specific song may include prohibiting the output of the specific song.

[0163] As an example, in the pachinko gaming machine 10, the output of a specific piece of music can be limited during the execution of a variation game. As an example, in the pachinko gaming machine 10, the setting regarding the audibility of a specific piece of music can be set from the standard setting to the special setting by operating the performance button BT during the eighth operation acceptance period. As an example, the special setting is a setting in which the audibility of a specific piece of music is lower than the standard setting. In the pachinko gaming machine 10, the output of a specific piece of music can be limited by setting the special setting by operating the performance button BT during the eighth operation acceptance period. As an example, the eighth operation acceptance period is a part or all of the period from the start of the second pre-performance to the end of the second specific performance. Note that the eighth operation acceptance period may include a period different from the period from the start of the second pre-performance to the end of the second specific performance. As an example, the eighth operation acceptance period may be a period from the start of the second pre-performance to the end of the first variation game, or from the start of the next variation game.

[0164] As shown in Fig. 14, when the setting regarding the audibility of a specific song is the special setting, a song restriction effect is executed, which allows the user to recognize that the output of the specific song is restricted. That is, when the effect button BT is operated during the eighth operation acceptance period, the song restriction effect is executed. As an example, the song restriction effect may include a display effect that displays a song restriction image Sgg, which allows the user to recognize that the output of the specific song is restricted. As an example, the song restriction image Sgg is an image that imitates the string of characters "Song restricted".

[0165] Also, as an example, in the pachinko gaming machine 10, when a pre-performance is not being executed and in a standby state in which a variable game is not being executed, it is possible to restrict the output of a specific piece of music. As an example, in the setting change performance of the third embodiment, in addition to the settings that can be changed in the setting change performance of the first embodiment, it is possible to change settings related to the audibility of a specific piece of music.

[0166] As shown in FIG. 15(a), in the menu presentation of the third embodiment, the item images Gm may include an item image Gm corresponding to a setting regarding the audibility of a specific piece of music. As shown in FIG. 15(b), while the setting status presentation in which the setting status regarding the audibility of a specific song can be recognized is being executed, the setting regarding the audibility of a specific song can be changed from the standard setting to the special setting by operating the presentation button BT during the sixth operation acceptance period.

[0167] The control for executing the SP performance will be described. In the failure variation process of the third embodiment, the main CPU 41 can determine a variation pattern that specifies the variation content that finally stops and displays the failure symbol combination after SP presentation, in addition to the variation pattern that can be determined in the failure variation process of the first embodiment. In the big win variation process of the third embodiment, the main CPU 41 can determine a variation pattern that specifies the variation content that finally stops and displays the big win symbol combination after SP presentation, in addition to the variation pattern that can be determined in the big win variation process of the first embodiment.

[0168] When the sub-CPU51 inputs a variation start command, it determines whether or not to execute a SP presentation based on the variation content of the variation game that can be specified from the variation start command. As an example, the sub-CPU51 may determine to execute a SP presentation when it specifies a variation pattern of the variation content including the SP presentation from the input variation start command. In addition, when executing a SP presentation, the sub-CPU51 determines the presentation mode of the SP presentation. As an example, the sub-CPU51 determines the presentation mode of the SP presentation based on whether a losing symbol of a special symbol or a winning symbol of a special symbol has been specified from the input variation start command.

[0169] When it is decided to execute the SP performance, the sub-CPU51 controls the performance device group ES so as to execute the SP performance when the start timing of the SP performance arrives. More specifically, when it is decided to execute the SP performance, the sub-CPU51 controls the performance device group ES so as to execute the second pre-performance when the start timing of the SP performance arrives. As an example, when a variation game based on a variation pattern of variation contents including the SP performance is executed, the sub-CPU51 determines that the start timing of the SP performance has arrived when a second predetermined time has elapsed since the start of the variation game. In other words, the sub-CPU51 controls the performance device group ES so as to execute the SP performance without going through the NR performance and the SR performance. As an example, when the sub-CPU51 executes the second pre-performance, it starts an eighth operation acceptance period in which the operation of the performance button BT is accepted.

[0170] The sub-CPU51 controls the group of performance devices ES to execute the introduction performance of the SP performance when the start timing of the introduction performance of the SP performance arrives. The sub-CPU51 determines that the start timing of the introduction performance of the SP performance arrives when the performance time of the second pre-performance has elapsed. In other words, when the performance time of the second pre-performance has elapsed, the sub-CPU51 controls the group of performance devices ES to execute the introduction performance of the SP performance instead of the second pre-performance.

[0171] The sub-CPU51 controls the group of performance devices ES so as to execute the branching performance of the SP performance when the start timing of the branching performance of the SP performance arrives. As an example, the sub-CPU51 determines that the start timing of the branching performance of the SP performance arrives when the performance time of the introduction performance of the SP performance has elapsed. In other words, when the performance time of the introduction performance of the SP performance has elapsed, the sub-CPU51 controls the group of performance devices ES so as to execute the branching performance of the SP performance instead of the introduction performance of the SP performance. As an example, when the sub-CPU51 executes the branching performance of the SP performance, it starts a seventh operation acceptance period in which the operation of the performance lever LV is accepted.

[0172] The sub-CPU51 controls the performance device group ES so that the result performance of the SP performance is executed when the start timing of the result performance of the SP performance arrives. Specifically, when the winning lottery is won, the sub-CPU51 controls the performance device group ES so that the winning result performance is executed when the start timing of the result performance of the SP performance arrives. When the winning lottery is not won, the sub-CPU51 controls the performance device group ES so that the loss result performance is executed when the start timing of the result performance of the SP performance arrives. As an example, the sub-CPU51 determines that the start timing of the result performance of the SP performance has arrived when the performance time of the branching performance of the SP performance has elapsed or when the performance lever LV is operated during the seventh operation acceptance period. As an example, the sub-CPU51 ends the seventh operation acceptance period when the start timing of the result performance of the SP performance arrives.

[0173] Next, the control in the standby state in the third embodiment will be described. In the fifth operation acceptance period, when the secondary CPU51 determines that the cross button JB has been operated based on the operation signal of the cross button JB, it can change the selected item according to the operation mode of the cross button JB. As an example, the secondary CPU51 changes the selected setting in the following order each time the up button JBu is operated: ...settings related to the volume of various effects and various notifications →settings related to the audibility of a specific piece of music →settings related to light emission by a specific light emission mode →settings related to customization of various effects →settings related to the light intensity of various effects and various notifications →settings related to the volume of various effects and various notifications. As an example, the secondary CPU51 changes the selected item in the following order each time the down button JBd is operated: ...settings related to the volume of various effects and various notifications →settings related to the light intensity of various effects and various notifications →settings related to customization of various effects →settings related to light emission by a specific light emission mode →settings related to the audibility of a specific piece of music →settings related to the volume of various effects and various notifications.

[0174] During execution of a setting status presentation in which the setting status of the setting regarding the audibility of a specific song can be recognized, during a sixth operation acceptance period, when the sub-CPU51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, the setting regarding the audibility of the specific song is changed from the standard setting to the special setting to the standard setting each time the performance button BT is operated.

[0175] The process executed by the secondary CPU 51 to restrict the output of a specific piece of music will now be described. As an example, when the output of a specific song is restricted, that is, when the setting regarding the audibility of the specific song is a special setting, the sub-CPU51 controls the speaker SP so that the audibility of the specific song is below a reference value when outputting the specific song.

[0176] Below, an example of a specific execution mode of the second pre-performance and the second specific performance will be described. 16(a) and 16(b) show the situation when the SP performance is executed. As described above, in the SP performance, the second pre-performance starts first. This allows the player to recognize in advance that the second specific performance in which a specific piece of music is output will be executed. At this time, the eighth operation acceptance period starts with the start of the second pre-performance.

[0177] As shown in Fig. 16(c), when the effect button BT is operated during the eighth operation acceptance period, and the setting regarding the audibility of the specific music piece is changed from the standard setting to the special setting, the effect display device EH executes a music restriction effect. This allows the player to recognize that the output of the specific music piece will be restricted in the second specific effect that is executed thereafter.

[0178] As shown in FIG. 16(d), assume that the second pre-performance ends and the introductory performance as the specific performance starts. As described above, the introductory performance as the specific performance is a performance including a sound performance in which a specific piece of music is output. Since the setting regarding the audibility of the specific piece of music is a special setting, the output of the specific piece of music is restricted.

[0179] As shown in FIG. 16(e), assume that the introduction performance ends and the branch performance starts. As described above, the branch performance may include a sound performance in which a specific piece of music is output. In this case, the setting regarding the audibility of the specific piece of music is a special setting, so that the output of the specific piece of music is restricted.

[0180] As shown in FIG. 16(f), it is assumed that the branching effect ends and the result effect starts. As described above, the result effect may include a sound effect in which a specific piece of music is output. In this case, since the setting regarding the audibility of the specific piece of music is a special setting, the output of the specific piece of music is restricted.

[0181] In this way, in this embodiment, after the start of the second pre-performance, based on the operation of the performance button BT, the setting regarding the audibility of the specific song in the second specific performance can be set to a setting in which the audibility of the specific song in the second specific performance is lower than the standard setting, or to a setting in which the specific song is not output in the second specific performance.

[0182] The effects of this embodiment will be described. (3-1) Generally, the secondary use of a sound effect in which music is output may be restricted. In such a case, in a video of a state in which a sound effect in which music is output is being performed, the player has to go through the trouble of processing the video, such as temporarily setting the volume of the video to 0. According to this embodiment, after the start of the second pre-effect that suggests or notifies that a specific music will be output, the audibility of the specific music in the second specific effect can be set to a lower than the standard setting, or the specific music is not output in the second specific effect, based on the operation of the effect button BT. This can reduce the effort required for the player to process the video when the second specific effect is performed. Therefore, it is possible to suppress a decrease in the player's motivation to shoot a video.

[0183] (Fourth embodiment) A pachinko gaming machine according to a fourth embodiment will be described. In the fourth embodiment, the limitation mode of the light emission by the specific light emission mode is different from the first, second, and third embodiments. The first decorative lamp LA1 in the fourth embodiment can be shifted from the first state to the second state, and the shift of the first decorative lamp LA1 can change the amount of light received at the installation position of the equipment (e.g., a camera) for taking a video. This will be described in detail below.

[0184] As shown in Fig. 17, the first decorative lamp LA1 is composed of a light-emitting body H and a covering member J that covers the light-emitting body H. As an example, the covering member J is a member whose inner surface (the surface toward the center of the pachinko gaming machine 10) is colorless and transparent and whose outer surface is opaque. In other words, the light-emitting body H is covered by an opaque member whose outer surface is opaque. As an example, the covering member J is a member whose outer surface is milky white.

[0185] As shown in FIG. 18, the light emitter H includes a movable body K and an LED substrate lk. As an example, the movable body K is a cylindrical member extending vertically in the up-down direction. As an example, the light emitter H includes a movable actuator AK for moving the movable body K. As an example, the movable actuator AK is a stepping motor. As an example, the movable actuator AK is provided on the upper part of the movable body K. As an example, the movable body K can be rotated laterally by the movable actuator AK. As an example, one or more LEDs are mounted on the LED substrate lk. As an example, the LED substrate lk is fixed to the movable body K using nails, screws, or the like. That is, the mounting surface of the LED substrate lk rotates as the movable body K rotates. As an example, the light emitter H can be displaced between a first state and a second state as the movable body K operates. As an example, the second state of the light emitter H is a state in which the amount of light received at a predetermined position is increased compared to the first state of the light emitter H. As an example, the predetermined position is a game position. As an example, the gaming position is a position where a player is expected to play a game. As an example, the gaming position is a position 50 centimeters in front of the pachinko gaming machine 10. The movable actuator AK is connected to the sub-substrate 50. The sub-CPU 51 can control the operation of the movable body K by controlling the operation of the movable actuator AK.

[0186] In the fourth embodiment, a process executed by the secondary CPU 51 to limit light emission in a specific light emission mode will be described. As an example, when light emission in a specific light-emitting mode is restricted, that is, when the setting related to light emission in a specific light-emitting mode is a specific setting, the sub-CPU 51 controls the movable body K so that the light-emitting body H is in the second state when a light-emitting performance including light emission in a specific light-emitting mode is to be executed. When light emission in a specific light-emitting mode is restricted, that is, when the setting related to light emission in a specific light-emitting mode is a specific setting, the sub-CPU 51 controls the movable body K so that the light-emitting body H is in the first state when a light-emitting performance not including light emission in a specific light-emitting mode is to be executed.

[0187] As an example, when the sub-CPU51 controls the first decorative lamp LA1 to emit light in a specific light-emitting mode, if the setting for light emission in the specific light-emitting mode is changed from the standard setting to the specific setting, the sub-CPU51 controls the movable body K so that the light-emitting body H goes into the second state. As an example, when the sub-CPU51 controls the first decorative lamp LA1 to emit light in a specific light-emitting mode, if the setting for light emission in the specific light-emitting mode is changed from the standard setting to the specific setting, the sub-CPU51 controls the movable body K so that the light-emitting body H goes into the first state.

[0188] A specific example of how a specific performance is executed in the fourth embodiment will be described below. Fig. 19(a) shows a situation in which a branching performance is being executed as a specific performance (first specific performance). At this time, the settings related to the light emission in the specific light emission mode are the standard settings. Therefore, in the branching performance as the specific performance (first specific performance), the amount of light received at the installation position of the equipment (e.g., a camera) for shooting the video is not limited because the light emitter H is in the first state.

[0189] As shown in FIG. 19(b), assume that during the third operation acceptance period, the performance button BT is operated, thereby changing the setting for light emission in a specific light emission mode from the standard setting to the specific setting. In the performance display device EH, a light emission limited performance is executed as a result of the setting for light emission in a specific light emission mode being changed from the standard setting to the specific setting. In addition, the light emitter H changes from the first state to the second state as a result of the setting for light emission in a specific light emission mode being changed from the standard setting to the specific setting. This causes the amount of light received at a predetermined position to increase. As a result, the amount of light received at the installation position of the equipment for shooting video (e.g., a camera) decreases.

[0190] As shown in FIG. 19(c), the branching effect ends, and the result effect as the specific effect (first specific effect) starts. As described above, the result effect as the specific effect (first specific effect) is an effect including a specific light-emitting effect that emits light in a specific light-emitting mode. Therefore, the light-emitting body H is maintained in the second state.

[0191] In this embodiment, the specific light-emitting effect in which the first decorative lamp LA1 emits light in a specific light-emitting manner is an effect in which the first decorative lamp LA1 changes from a first state to a second state based on the operation of the effect button BT, thereby increasing the amount of light received at a predetermined position. On the other hand, the second decorative lamp LA2 does not change to another state, so the specific light-emitting effect is an effect in which the amount of light received at a predetermined position due to the emission of the second decorative lamp LA2 does not change.

[0192] The effects of this embodiment will be described. (4-1) In this embodiment, in the specific light-emitting performance in which light is emitted in a specific light-emitting mode that may cause unintended adverse effects, the first decorative lamp LA1 changes from the first state to the second state based on the operation of the performance button BT, thereby increasing the amount of light received at a predetermined position. Therefore, a player who wishes to shoot a video can set up a camera in a position different from the predetermined position and operate the performance button BT in the specific light-emitting performance to reduce the light emission intensity of the video being shot when the specific light-emitting performance is executed. This reduces the effort required for the player to process the shot video. Therefore, it is possible to suppress a decrease in the player's motivation to shoot a video.

[0193] (4-2) Here, depending on the light-emitting means, it is considered that the effect on the amount of light received at the position where the camera is expected to be installed is small, that is, the effect on the viewer watching the captured video is small. Under such a premise, by making it possible to change from the first state to the second state depending on the type of the light-emitting means, it is possible to preferably reduce the amount of light received at the position where the camera is expected to be installed.

[0194] (4-3) Generally, the camera is installed outside the player's playing position. Therefore, by covering the outer surface of the first decorative lamp LA1 with an opaque material, the amount of light received at the position where the camera is expected to be installed can be reduced regardless of whether the first decorative lamp LA1 is in the first state or the second state, and the light emission intensity of the video being shot can be reduced. This reduces the effort required for the player to edit the video.

[0195] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. In the first and second embodiments, the period from the start timing of the pre-effect to the start timing of the specific effect is different depending on the game progress status, and the period from the start timing of the pre-effect to the start timing of the specific effect is the same depending on the game progress status, but this is not limited to this. As an example, there may be both a case where the period from the start timing of the pre-effect to the start timing of the specific effect is different depending on the game progress status, and a case where the period from the start timing of the pre-effect to the start timing of the specific effect is the same depending on the game progress status. In other words, when the game progress status is the first status and when the game progress status is the second status, the period from the start timing of the pre-effect to the start timing of the specific effect may be different when the game progress status is the third status from when the game progress status is the first status and when the game progress status is the second status.

[0196] Both the first embodiment and the fourth embodiment may be adopted, or only one of them may be adopted. In other words, limiting the emission of the specific emission mode may be achieved by either or both of not emitting light in the specific emission mode and shifting the first decorative lamp LA1 from the first state to the second state.

[0197] In the third embodiment, the second specific performance may be a performance that can be executed at the same time as the first specific performance. As an example, at least one of the SR performance and the SP performance may be configured to include both a light emission performance using a specific light emission mode and a sound performance that outputs a specific piece of music. In this case, the second pre-performance may be the same as the first pre-performance. In other words, the first pre-performance, which is also the second pre-performance, may be a performance that suggests or notifies the user of light emission using a specific light emission mode and also suggests or notifies the user that a specific piece of music will be output.

[0198] In the fourth embodiment, the game position is exemplified as the predetermined position where the amount of received light increases as the first decorative lamp LA1 changes from the first state to the second state, but this is not limited to this and any position may be used. Even in this case, the player as the photographer can reduce the amount of received light at the shooting position by setting up equipment for shooting at a position different from the predetermined position.

[0199] In the fourth embodiment, the first decorative lamp LA1 may have a different light emitting position when in the first state and when in the second state. In this case, the first decorative lamp LA1 may be located closer to the center of the pachinko game machine 10 when in the second state than when in the first state. This increases the amount of light received at a predetermined position when the first decorative lamp LA1 is in the second state compared to when in the first state. When the first decorative lamp LA1 is displaced from the first state (first position) to the second state (second position), the first decorative lamp LA1 may or may not be displaced in the shortest distance. Displacement of the first decorative lamp LA1 from the first state (first position) to the second state (second position) in the shortest distance means that the first decorative lamp LA1 is displaced linearly from the first state (first position) to the second state (second position). The first decorative lamp LA1 does not displace from the first state (first position) to the second state (second position) in the shortest distance, but rather displaces in a broken line from the first state (first position) to the second state (second position).

[0200] The specific light emission mode includes a light emission mode including light emission of a specific color with a light emission intensity equal to or greater than a reference value, and a light emission mode including light emission of a specific blinking with a light emission intensity equal to or greater than a reference value, but is not limited thereto. As an example, the specific light emission mode may include one or more light emission modes arbitrarily selected from a light emission mode including light emission of a specific color with a light emission intensity equal to or greater than a reference value, a light emission mode including light emission of a specific blinking with a light emission intensity equal to or greater than a reference value, and another light emission mode. For example, the specific light emission mode may include a light emission mode including light emission with a light emission intensity equal to or greater than a limit value. That is, light emission with a light emission intensity equal to or greater than a limit value may be light emission according to a specific light emission mode, regardless of the light emission color or the lighting pattern. As an example, the light emission intensity equal to or greater than the limit value is the fifth light emission intensity. In this case, the execution probability of the pre-effect may differ depending on the light emission color or the lighting pattern. For example, a pre-effect in which the red light emission intensity suggests light emission stronger than the green light emission intensity and the blue light emission intensity may be executed more easily than a pre-effect in which the green light emission intensity suggests light emission stronger than the red light emission intensity and the blue light emission intensity. Also, for example, a pre-performance suggesting that the green light intensity is stronger than the red light intensity and the blue light intensity may be more likely to be executed than a pre-performance suggesting that the blue light intensity is stronger than the red light intensity and the green light intensity.

[0201] In addition, when the specific light-emitting mode includes a light-emitting mode including light emission with a light-emitting intensity equal to or greater than the limit value, the period from the start timing of the pre-performance to the start timing of the specific performance may be different depending on the light-emitting color and the lighting pattern. In other words, the pre-performance in which the red light-emitting intensity suggests light emission stronger than the green light-emitting intensity and the blue light-emitting intensity may have a different period from each start timing to the specific performance from the pre-performance in which the green light-emitting intensity suggests light emission stronger than the red light-emitting intensity and the blue light-emitting intensity. In addition, the pre-performance in which the red light-emitting intensity suggests light emission stronger than the green light-emitting intensity and the blue light-emitting intensity may have a different period from each start timing to the specific performance from the pre-performance in which the blue light-emitting intensity suggests light emission stronger than the red light-emitting intensity and the green light-emitting intensity. In addition, the pre-performance in which the green light-emitting intensity suggests light emission stronger than the red light-emitting intensity and the blue light-emitting intensity may have a different period from each start timing to the specific performance from the pre-performance in which the blue light-emitting intensity suggests light emission stronger than the red light-emitting intensity and the green light-emitting intensity. The length may be different, either shorter or longer.

[0202] The presentation mode of the branching presentation as the specific presentation may be always different depending on the progress of the game. In other words, when the progress of the game is in the first state, an SR presentation including a first branching presentation may be executed, and when the progress of the game is in the second state, an SR presentation including a second branching presentation may be executed.

[0203] The settings regarding the volume of the various effects and notifications may be configurable by an operation means other than the effect button BT. As an example, the settings regarding the volume of the various effects and notifications may be configured by providing a dedicated operation means for changing the settings regarding the volume of the various effects and notifications, and by operating the dedicated operation means during the operation acceptance period of the dedicated operation means.

[0204] Settings regarding the volume of various effects and various notifications may be configurable at any time during the execution of the variable game. The settings regarding the light intensity of various effects and various notifications may be set by an operation means other than the effect button BT. As an example, the settings regarding the light intensity of various effects and various notifications may be changed by providing a dedicated operation means for changing the settings regarding the light intensity of various effects and various notifications, and operating the dedicated operation means during the operation acceptance period of the dedicated operation means. In this configuration, it can be said that both the emission intensity of a specific color and the emission intensity of a non-specific color different from the specific color can be adjusted based on the operation of an operation means other than the effect button BT as an operation means. Also, it can be said that both the emission intensity of a specific flash and the emission intensity of a non-specific flash different from the specific flash can be adjusted based on the operation of an operation means other than the effect button BT as an operation means.

[0205] Settings regarding the light intensity of various effects and various notifications may be configurable at any time during the execution of the variable game. The settings for the light emission in the specific light emission mode may be configurable by an operation means other than the operation means that accepts operations in the branching performance as the specific performance. As an example, the settings for the light emission in the specific light emission mode may be changed by providing a dedicated operation means for changing the settings for the light emission in the specific light emission mode, and by operating the dedicated operation means during the operation acceptance period of the dedicated operation means.

[0206] The settings regarding the audibility of a specific piece of music may be configurable by an operation means other than the operation means that accepts operations in a branching performance as a specific performance. As an example, the settings regarding the audibility of a specific piece of music may be changed by providing a dedicated operation means for changing the settings regarding the audibility of a specific piece of music, and by operating the dedicated operation means during the operation acceptance period of the dedicated operation means.

[0207] The various effects may be changed in their execution mode as desired. For example, the first specific effect may not include a display effect and may include a sound effect. For example, the second specific effect may not include a display effect and may include a light-emitting effect.

[0208] The specific effect may be an effect that is executed across multiple variable games. When a specific performance is performed, a pre-performance may not be performed. Even when a specific effect is not executed, a pre-effect may be executed. In this case, the pre-effect is an effect that suggests that a specific effect will be executed.

[0209] The performance device group ES may be configured to include any performance device in addition to or instead of the performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2. As an example, when configured to be able to execute a specific performance including a light-emitting performance using a specific light-emitting mode, the performance device group ES may be configured to include at least one of the first decorative lamp LA1 and the second decorative lamp LA2. As an example, when configured to be able to execute a specific performance including a sound performance that outputs a specific piece of music, the performance device group ES may be configured to include at least a speaker SP.

[0210] The attention-calling effect may be a special effect including a light-emitting effect using a specific light-emitting pattern. This makes it easier to recognize the content of the attention-calling effect. The warning performance may include a warning performance regarding addiction. As an example, the warning performance regarding addiction may be executed in a standby state. In this case, the warning performance regarding addiction may be executed instead of a warning performance that warns of a specific state, may be executed before a warning performance that warns of a specific state, or may be executed after a warning performance that warns of a specific state.

[0211] The warning about entering a specific state may include a warning about fingers or luggage being pinched by the moving object, or a warning about getting stuck. In other words, before the start of the pre-performance, a warning about fingers or luggage being pinched by the moving object may be executed, or a warning about getting stuck may be executed.

[0212] The warning of entering a specific state may be given during one or more periods selected from among the period during which the variable game is being played, the period during which the jackpot game is being played, and the standby state. As an example, when warning of entering a specific state is given during all periods during which the variable game is being played, the jackpot game is being played, and the standby state, the warning of entering a specific state may be given by directly printing a design that warns of entering a specific state on a member provided in a position visible to the player, such as the mounting frame 11b or the game board YB, or by attaching a seal material having a printed surface on which a design that warns of entering a specific state is printed and an adhesive surface.

[0213] After the pre-effect is started, the specific effect may be started after the end of a predetermined variation game. In other words, the variation game in which the pre-effect is started may be different from the variation game in which the specific effect is started. In this case, the pre-effect may be executed in a variation game prior to the variation game in which the specific effect is executed. In addition, when the variation game in which the pre-effect is started and the variation game in which the specific effect is started are different, the pre-effect may be executed over a plurality of variation games. To give a specific example, during the execution of a predetermined variation game, after the pre-effect is started, the predetermined variation game ends, the pre-effect ends in the subsequent variation game, and then the specific effect starts in the subsequent variation game. As an example, when the variation game in which the pre-effect is started and the variation game in which the specific effect is started are different from each other, the main CPU 41 may determine in advance the type of variation pattern of the special game when the hold condition of the special game is established, and output a command (so-called look-ahead command) capable of identifying the result of the pre-effect to the sub-substrate 50. In this case, when it is possible to identify in advance that the specific effect will be executed by the look-ahead command, the sub-CPU 51 may determine whether or not to execute the pre-effect and the execution mode thereof.

[0214] The performance display device EH is not limited to being configured to include one display unit capable of displaying various images, and may be configured to include multiple display units. The performance display device EH may be configured in combination with a movable body configured to be able to perform a predetermined operation. A part or all of the one or more display units that make up the performance display device EH may be provided on the game board YB, or may be provided on the mounting frame 11b.

[0215] The first and second variation games may be executed in the order in which the hold conditions are met. The pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V-type probability machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-type probability machine specification.

[0216] The special pattern winning lottery may include a small winning lottery in addition to a big winning lottery. If a small winning lottery is won, a small winning game (winning game) is awarded after the special game ends. In this embodiment, compared to a normal game state (for example, a low probability non-time-saving state), the number of times (frequency) a small winning is won per unit time, or the number of times (frequency) a small winning game is awarded per unit time may be controlled to be in an improved state (so-called small winning RUSH).

[0217] The pachinko game machine 10 may adopt a specification classified as the second type, also called the "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.

[0218] The main CPU 41, the main ROM 42, the main RAM 43, and the random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.

[0219] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may have a display control substrate that specializes in controlling the performance display device EH, a light emission control substrate that specializes in controlling the first decorative lamp LA1 and the second decorative lamp LA2, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. Furthermore, the display control substrate, light emission control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.

[0220] The above embodiment may be applied to a slot machine. In a slot machine, a bet (also called a bet number) can be set by operating a BET button or inserting a medal. In a slot machine, when a start lever is operated after setting a bet number, multiple reels spin. In a slot machine, when a stop button is operated after multiple reels spin, the corresponding reel stops spinning. Then, in a slot machine, when the spin of all reels stops, a prize (a medal is awarded, a replay) is awarded according to the stopped symbol combination. In a slot machine, the period from when the start lever is operated with the bet number set until the spin of all reels stops is included in at least one variable game. In addition, in some slot machines, a role lottery is performed, and a bonus role can be won in the role lottery. In such a slot machine, when a symbol combination corresponding to a bonus role is derived on a winning line to win a bonus role, a bonus game is awarded. The bonus game is an example of a privilege. The bonus game corresponds to a jackpot game of the pachinko game machine 10.

[0221] Also, some slot machines are configured to be controllable to one of a plurality of game states with different probabilities of winning a specific role such as a replay role (replay role) in the role lottery. A game state (so-called RT state) in which the probability of winning a specific role such as a replay role is higher than in the normal game state is an advantageous game state for the player because the number of balls increases or is less likely to decrease than in the normal game state. In other words, the RT state is an example of a privilege.

[0222] Some slot machines can be controlled to a state where the operation of the stop button to win a predetermined combination is notified (so-called AT state). The AT state is an advantageous gaming state for the player because it is easier to win a predetermined combination compared to the normal gaming state, and the number of balls held increases, or it is harder to lose balls compared to the normal gaming state. In other words, the AT state is an example of a special offer.

[0223] In addition, among slot machines that can be controlled to the AT state, there are some that can execute effects that mimic bonus games in the AT state, and some that make it easier to increase the number of balls in the AT state compared to bonus games. In such slot machines, the AT state can be said to correspond to the big win game of the pachinko game machine 10.

[0224] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note 1) A gaming machine comprising an operation means operable by a player, an effect execution means which executes an effect, and an effect control means which controls the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, wherein the effects include a specific effect which includes light emission of a specific color, and a pre-effect which suggests or notifies of light emission of the specific color, and wherein after the pre-effect begins, based on the operation means being operated, the light emission intensity of the specific color in the specific effect can be set to a specific setting which is lower than a standard setting, or which does not cause the specific color to be emitted in the specific effect.

[0225] (Appendix 2) A gaming machine comprising: an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light, wherein the effects include a specific effect including emission of a specific color, and a pre-effect that suggests or notifies of emission of the specific color, wherein after start of the pre-effect, based on the operation means being operated, a specific setting can be set in which the emission intensity of the specific color in the specific effect is lower than a standard setting, or in which the specific color is not emitted in the specific effect, wherein the pre-effect is executed at least in a variable state in which a variable game is being executed, and wherein, during the non-execution of the pre-effect, in a standby state in which the variable game is not being executed, the specific setting can be set based on the operation means being operated.

[0226] (Appendix 3) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, wherein the effects include a specific effect including light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after start of the pre-effect, based on the operation means being operated, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause light to be emitted in the specific color in the specific effect, and wherein the specific effect is an effect that has a higher expectation of a bonus being awarded compared to a case in which the specific effect is not executed.

[0227] (Appendix 4) A gaming machine comprising: an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, wherein the effects include a specific effect including light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein after the start of the pre-effect, based on the operation means being operated, a specific setting can be set in which the light emission intensity of the specific color in the specific effect is lower than a standard setting, or in which the specific color is not emitted in the specific effect, wherein the period from the start of the pre-effect to the start of the specific effect may differ depending on the progress of the game, and wherein even if the length of the period from the start of the pre-effect to the start of the specific effect differs, the specific setting can be set based on the operation means being operated after the start of the pre-effect.

[0228] (Appendix 5) A gaming machine comprising: an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light, wherein the effects include a specific effect including emission of a specific color, and a pre-effect that suggests or notifies of the emission of the specific color, wherein, after the start of the pre-effect, based on the operation means being operated, the emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause the specific color to be emitted in the specific effect, wherein the emission of the specific colors is red, green, or blue, and the emission intensity of red is stronger than the emission intensity of green and the emission intensity of blue, and the specific setting is a setting in which the emission intensity of red is lower than the standard setting.

[0229] (Appendix 6) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, wherein the effects include a specific effect including light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after start of the pre-effect, based on operation of the operation means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause the specific color to be emitted in the specific effect, and wherein a warning can be issued before the start of the pre-effect.

[0230] (Appendix 7) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light; and a sound output means capable of outputting a predetermined sound, wherein the effects include a first specific effect including light emission of a specific color, a second specific effect in which a specific piece of music accompanied by at least singing is output, a first pre-effect that suggests or notifies the player of the light emission of the specific color, and a second pre-effect that suggests or notifies the player that the specific piece of music will be output, wherein, after the start of the first pre-effect, based on the operation means being operated, the light emission intensity of the specific color in the first specific effect is set to a specific setting that is lower than a standard setting, or the specific color is not emitted in the first specific effect, and, after the start of the second pre-effect, based on the operation means being operated, the audibility of the specific music in the second specific effect is set to a setting that is lower than a standard setting, or the specific music is not output in the second specific effect.

[0231] (Appendix 8) A gaming machine as described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), and (Appendix 7), in which the period from the start timing of the pre-performance to the start timing of the specific performance is the same when the game progress status is in a first status and when the game progress status is in a second status.

[0232] (Appendix 9) A gaming machine described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), and (Appendix 8), which is capable of adjusting both the emission intensity of the specific color and the emission intensity of a non-specific color different from the specific color based on the operation of an operation means other than the operation means.

[0233] (Appendix 10) The specific effect is an effect that can be executed when a bonus is awarded, and the effect includes a special effect that can be executed in a standby state in which the variable game is not being executed and includes the illumination of the specific color, and the illumination of the specific color in the special effect is not limited even when the specific setting is set. A gaming machine as described in any of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), and (Appendix 9).

[0234] (Appendix 11) A gaming machine as described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), and (Appendix 10), wherein while the specific performance is being performed and the specific setting is set, the power supply is cut off, and when the power supply is then started again, the standard setting is set while the emission of the specific color in the specific performance is limited.

[0235] (Appendix 12) A gaming machine as described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), (Appendix 10), and (Appendix 11), in which the presentation manner of the specific presentation may differ depending on the progress of the game.

[0236] (Appendix 13) A gaming machine as described in any of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), (Appendix 10), (Appendix 11), and (Appendix 12), which is provided with a light-emitting means other than the light-emitting means, the specific effect is an effect including light emission of the specific color by the light-emitting means, and the light emission of the specific color by the other light-emitting means is not limited even when the specific setting is set.

[0237] (Appendix 14) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an illumination means capable of emitting a predetermined light, wherein the effects include a specific effect including illumination of a specific flash; and a pre-effect that suggests or notifies of the illumination of the specific flash; and wherein, after the start of the pre-effect, based on the operation of the operation means, the illumination intensity of the specific flash in the specific effect is lower than a standard setting, or a specific setting can be set to which the specific flash is not illuminated in the specific effect.

[0238] (Appendix 15) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an illumination means capable of emitting a predetermined light, wherein the effects include a specific effect including illumination of a specific flash, and a pre-effect which suggests or notifies of the illumination of the specific flash, wherein, after the start of the pre-effect, based on the operation means being operated, a specific setting can be set in which the illumination intensity of the specific flash in the specific effect is lower than a standard setting, or in which the specific flash is not illuminated in the specific effect, wherein the pre-effect is executed at least in a variable state in which a variable game is being executed, and wherein, during the non-execution of the pre-effect, in a standby state in which the variable game is not being executed, the specific setting can be set based on the operation means being operated.

[0239] (Appendix 16) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light, wherein the effects include a specific effect including emission of a specific flashing light, and a pre-effect that suggests or notifies of the emission of the specific flashing light, wherein, after the start of the pre-effect, based on the operation means being operated, the emission intensity of the specific flashing light in the specific effect is lower than a standard setting, or a specific setting can be set to which the specific flashing light is not emitted in the specific effect, and wherein the specific effect is an effect that has a higher expectation of a bonus being awarded compared to a case in which the specific effect is not executed.

[0240] (Appendix 17) A gaming machine comprising: an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light, wherein the effects include a specific effect including emission of a specific flashing light, and a pre-effect that suggests or notifies of the emission of the specific flashing light, wherein after the start of the pre-effect, based on the operation means being operated, a specific setting can be set in which the emission intensity of the specific flashing in the specific effect is lower than a standard setting, or in which the specific flashing is not emitted in the specific effect, wherein the period from the start of the pre-effect to the start of the specific effect may differ depending on the progress of the game, and wherein even if the length of the period from the start of the pre-effect to the start of the specific effect differs, the specific setting can be set based on the operation means being operated after the start of the pre-effect.

[0241] (Appendix 18) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light, wherein the effects include a specific effect including emission of a specific flashing light, and a pre-effect that suggests or notifies of the emission of the specific flashing light, wherein, after the start of the pre-effect, based on the operation means being operated, the emission intensity of the specific flashing light in the specific effect can be set to a lower than a standard setting, or to a specific setting that does not cause the specific flashing light to be emitted in the specific effect, and wherein a warning can be issued before the start of the pre-effect.

[0242] (Appendix 19) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an light emitting means capable of emitting a predetermined light; and a sound output means capable of outputting a predetermined sound, wherein the effects include a first specific effect including light emission of a specific flash; a second specific effect in which a specific piece of music accompanied by at least singing is output; a first pre-effect that suggests or notifies the player of the light emission of the specific flashes; and a second pre-effect that suggests or notifies the player of the specific music being output, wherein, after the start of the first pre-effect, based on the operation of the operation means, the light emission intensity of the specific flashes in the first specific effect is lower than a standard setting, or a specific setting is set to not cause the specific flashes to be emitted in the first specific effect, and, after the start of the second pre-effect, based on the operation of the operation means, the audibility of the specific music in the second specific effect is lower than a standard setting, or a setting is set to not cause the specific music to be output in the second specific effect.

[0243] (Appendix 20) A gaming machine as described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), and (Appendix 19), in which the period from the start timing of the pre-performance to the start timing of the specific performance is the same when the game progress status is in a first status and when the game progress status is in a second status.

[0244] (Appendix 21) A gaming machine as described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), and (Appendix 20), in which both the light intensity of specific flashing and the light intensity of non-specific flashing are adjustable based on the operation of an operating means other than the operating means.

[0245] (Appendix 22) The specific effect is an effect that can be executed when a bonus is awarded, and the effect includes a special effect that can be executed in a standby state in which the variable game is not being executed and includes the specific flashing light, and the specific flashing light in the special effect is not limited even when the specific setting is set. (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), and (Appendix 21) are described in any one of the gaming machines.

[0246] (Appendix 23) A gaming machine as described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), and (Appendix 22), in which, while the specific performance is being executed and the specific setting is set, the power supply is cut off, and when the power supply is then started again, the standard setting is set while the illumination of the specific flashing light in the specific performance is restricted.

[0247] (Appendix 24) A gaming machine as described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), (Appendix 22), and (Appendix 23), in which the presentation manner of the specific presentation may differ depending on the progress of the game.

[0248] (Appendix 25) A gaming machine as described in any of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), (Appendix 22), (Appendix 23), (Appendix 24), and (Appendix 25), which is provided with a light-emitting means other than the light-emitting means, the specific effect is an effect including the emission of the specific flashing by the light-emitting means, and the emission of the specific flashing by the other light-emitting means is not limited even when the specific setting is set.

[0249] (Appendix 26) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, the light emitting means being displaceable between a first state and a second state, and a specific light emitting effect in which the light emitting means emits light in a specific light emitting manner is an effect in which the amount of light received at a specific position increases as a result of the light emitting means displacing from the first state to the second state based on the operation of the operation means.

[0250] (Appendix 27) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a first light-emitting means capable of emitting a predetermined light, and a second light-emitting means different from the first light-emitting means, wherein the first light-emitting means is displaceable between a first state and a second state, and a specific light-emitting effect in which the first light-emitting means and the second light-emitting means emit light in a specific light-emitting manner is an effect in which the amount of light received at a specific position due to the light emitted by the first light-emitting means increases and the amount of light received at the specific position due to the light emitted by the second light-emitting means does not change as a result of the first light-emitting means displacing from the first state to the second state based on the operation means being operated during the execution of the specific light-emitting effect.

[0251] (Addendum 28) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, the light emitting means being displaceable between a first state and a second state, a specific light emitting effect in which the light emitting means emits light in a specific light emitting manner is an effect in which the amount of light received at a specific position is increased by the light emitting means displacing from the first state to the second state based on the operation means being operated during the execution of the specific light emitting effect, and the light emitting means has an outer surface covered by an opaque member.

[0252] (Appendix 29) A gaming machine described in any one of (Appendix 26), (Appendix 27), and (Appendix 28), wherein the specific light-emitting effect is an effect that has a high expectation of a bonus being awarded compared to a case in which the specific light-emitting effect is not executed.

[0253] (Appendix 30) A gaming machine as described in any one of (Appendix 26), (Appendix 27), (Appendix 28), and (Appendix 29), which is capable of issuing a warning before the start of the specific light-emitting performance. [Explanation of symbols]

[0254] AK...Movable actuator BT...Performance button Cg...Warning image EH...Performance display device ES...Performance device group Gb...Preliminary image Gc...Character image Gf...Setting status image Gj...Preliminary image Gm...Item image Gs1...Promotion image Gs2...Promotion image Gs3...Promotion image H...Luminous body HD...Launch handle HP1...Fluctuation pattern HP2...Fluctuation pattern HP3...Fluctuation pattern HP4...Fluctuation pattern HP5...Fluctuation pattern HP6...Fluctuation pattern HP7...Fluctuation pattern J...Covering material JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button K...Movable body LA1...1st decorative lamp LA2...2nd decorative lamp lk...LED board LV...Performance lever R...Display area SE1...1st start sensor SE2...2nd start sensor SE3...Count sensor SE4...Gate sensor Sg...Light emission restriction image Sgg...Music restriction image SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...play area YBb...display window YBc...firing passage 10...pachinko game machine 11...frame body 11a...outer frame 11b...mounting frame 12...first start port 13...second start port 13a...normal opening / closing piece 14...big prize port 14a...special opening / closing piece 17...gate 17a...gate port 18...out port 19a...first special symbol display device 19b...second special symbol display device 19c...first reserved display device 19d...second reserved display device 19e...normal symbol display device 40...main board 40a...main CPU 40b...main ROM 40c...main RAM 44...random number generation circuit 50...sub board 50a...sub CPU 50b...sub ROM 50c...sub RAM

Claims

1. an operation means operable by a player; A performance execution means for executing a performance; A performance control means for controlling the performance execution means, The performance execution means includes at least a light emitting means capable of emitting a predetermined light; The effects include a specific effect including emission of a specific color, and a pre-effect that suggests or notifies the emission of the specific color, A gaming machine that can set the light emission intensity of the specific color in the specific performance to a lower level than a standard setting, or to a specific setting in which the specific color is not emitted in the specific performance, based on the operation of the operating means after the start of the pre-performance.

2. 2. The gaming machine according to claim 1, wherein the period from the start timing of the pre-performance to the start timing of the specific performance is the same when the game progress status is in a first status and when the game progress status is in a second status.

3. 2. The gaming machine according to claim 1, wherein both the emission intensity of the specific color and the emission intensity of a non-specific color different from the specific color are adjustable based on the operation of an operation means other than the operation means.