Game machine

By introducing movable parts and diversified operating methods that do not cover the display components in the game console, the problem of insufficient player excitement in existing game consoles is solved, and a more attractive gaming experience is achieved.

JP2025014722APending Publication Date: 2025-01-30NEWGIN KK
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Patent Information

Application Number
JP2023117504
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-19
Publication Date
2025-01-30

AI Technical Summary

Technical Problem

There are shortcomings in the existing gaming consoles in increasing player excitement, especially in the design and operation experience of the mobile part, which has not fully stimulated players' interest.

Method used

A gaming machine is designed, which includes a frame structure with built-in first and second movable parts, the first part does not cover the display part when operating, and the second part does not cover the display part when operating, and different vibration and light effects are transmitted through different operations to increase the player's sense of participation.

Benefits of technology

Through the combination of multiple operation modes and vibration effects, players' excitement and participation are significantly improved, and the diversity and attractiveness of the game experience are enhanced.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025014722000001_ABST
Patent Text Reader

Abstract

To improve the interest of a player.SOLUTION: A game machine includes a frame body W detachably holding a game board YB, a first movable member E1a to which a first operation is given. and a second movable member E2a to which a second operation is given. The frame body W includes a first operation device D1. The first operation device D1 has a first operation member D1a which can be moved according to external force associated with an operation of a player. The first movable member E1a is located farther from the first operation device D1 than the second movable member E2a. When the first operation is given, the first movable member E1a covers a part of a performance display device EH. On the other hand, when the second operation is given, the second movable member E2a covers no part of the performance display device EH.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Conventionally, a pachinko game machine is known as an example of a game machine. For example, in Patent Document 1, vibrations are generated on an effect button or its vicinity according to the result of a lottery for a big win, thereby enhancing the interest of a player who is expecting a big win. In general, an operation device that can be operated by a player, such as an effect button, is composed of a movable part that can be moved according to an external force accompanying the operation of the player, and a sensor that detects the presence or absence of an operation and the type of operation by detecting the displacement of the movable part. In addition, the above-mentioned movable part that the player's fingers touch is given an action that the player can perceive, such as vibration or shaking, by various motors. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-201602 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, nowadays, there is a demand for further ingenuity in the presentation of the movement of the movable parts in order to increase the interest of players. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises a display means, a frame body that detachably holds a gaming board, a first movable part to which a first action is imparted, and a second movable part to which a second action is imparted, the frame body having an operation part that has a movable part that can be moved in response to an external force associated with an operation by a player, the first movable part is located farther from the operation part than the second movable part, and the first movable part covers a portion of the display means when the first action is imparted, while the second movable part does not cover a portion of the display means when the second action is imparted. Effect of the Invention

[0006] According to the present invention, the interest of the player can be increased. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Diagram 2] FIG. 2 is an explanatory diagram illustrating the positional relationship between each operating member and a movable member. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4(a) to FIG. 4(f) are explanatory diagrams for explaining an example of a specific execution mode of a specific performance. [Diagram 5] FIG. 5(a) to FIG. 5(f) are explanatory diagrams for explaining an example of a specific execution mode of a specific performance. [Figure 6] FIG. 6 is an explanatory diagram for explaining a presentation pattern of a specific presentation. [Figure 7] FIG. 7 is a timing chart showing an example of a specific execution mode of a specific effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] A pachinko gaming machine 10, which is an example of a gaming machine, will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in FIG. 1, the pachinko game machine 10 includes a frame body W. The frame body W has an outer frame W1, a middle frame W2, and a front frame W3. The middle frame W2 is supported by the outer frame W1 so as to be freely opened and closed. The front frame W3 is supported by the middle frame W2 so as to be freely opened and closed. The middle frame W2 can hold the game board YB detachably. A game area YBa is provided on the front side of the game board YB. The front frame W3 has an opening W3a and a protective glass plate (not shown) that covers the opening W3a. The game board YB is held by the middle frame W2 so that the game area YBa corresponds to the opening W3a. The protective glass plate protects the game board YB. The front frame W3 has a protruding portion W3c that protrudes toward the player below the opening W3a.

[0010] The pachinko game machine 10 includes a launch handle HD. As an example, the launch handle HD is disposed on the front side of the front frame W3 to the right of the protruding portion W3c. The launch handle HD includes a launch operation member HDa that can be operated by the player to rotate around an axis extending in the front-rear direction, and a movable sensor HDp that detects the displacement (for example, the amount of rotation) of the launch operation member HDa. The game ball is launched toward the game area YBa with an intensity according to the amount of rotation of the launch operation member HDa detected by the movable sensor HDp. The pachinko game machine 10 is configured to be able to adjust the launch intensity of the game ball by operating the launch handle HD. The launch handle HD is an example of an operation unit. The launch handle HD is an example of a launch operation unit. The launch operation member HDa is an example of a movable unit that can be moved in response to an external force associated with the operation of the player.

[0011] The pachinko gaming machine 10 is equipped with a decorative lamp LA. As an example, the decorative lamp LA is disposed on the front side of the front frame W3. The decorative lamp LA has a built-in light-emitting body (not shown) such as an LED. The decorative lamp LA can perform light-emitting effects. The light-emitting effects are achieved by causing the light-emitting body to emit light, blink, and turn off. The pachinko gaming machine 10 is equipped with a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can perform sound effects. The sound effects are achieved by outputting sounds such as the voices of people and animals, sound effects, and music. The speaker SP is an example of a sound output means.

[0012] The pachinko game machine 10 includes a first operation device D1. The first operation device D1 is provided at a position where it can be operated by a player. As an example, the first operation device D1 is provided on the front side of the front frame W3, on the upper surface of the protruding portion W3c. As an example, the first operation device D1 is a button-type operation device configured to be capable of being pressed down. The first operation device D1 has a first operation member D1a that can be operated by the player to press down. The first operation device D1 has a first operation sensor D1p that detects the displacement of the first operation member D1a (see FIG. 3). The first operation device D1 is an example of an operation unit. The first operation device D1 is an example of a performance operation unit. The first operation member D1a is an example of a movable part that can be moved in response to an external force associated with the operation of the player.

[0013] The pachinko game machine 10 includes a second operation device D2. As an example, the second operation device D2 is provided at a position operable by a player. As an example, the second operation device D2 is provided on the front side of the front frame W3, on the upper surface of the protruding portion W3c. The second operation device D2 has second operation members D2a, D2b, D2c, and D2d that can be operated by a player to press down. The second operation device D2 has second operation sensors D2p, D2q, D2r, and D2s that detect the displacement of the second operation members D2a, D2b, D2c, and D2d, respectively (see FIG. 3). The second operation members D2a and D2b are arranged in the left-right direction. The second operation members D2c and D2d are arranged in the front-rear direction. In other words, the second operation device D2 is a cross key in which the operation members are arranged in a cross shape. The second operation device D2 is an example of an operation unit. The second operation device D2 is an example of a performance operation unit. The second operating members D2a to D2d are an example of a movable part that can be moved in response to an external force caused by an operation by a player.

[0014] The pachinko gaming machine 10 includes an information display unit 13. The information display unit 13 is provided at a position on the game board YB that is visible to the player. The information display unit 13 notifies various information indicating the control state of the pachinko gaming machine 10.

[0015] The information display unit 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a can display one or more types of first special symbols. The first special symbol display unit 13a can execute a first special symbol change game in which a predetermined symbol is variably displayed and the first special symbol is finally displayed. In the following description, the "first special symbol change game" is abbreviated to "first special game". The information display unit 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b can display one or more types of second special symbols. The second special symbol display unit 13b can execute a second special symbol change game in which a predetermined symbol is variably displayed and the second special symbol is finally displayed. In the following description, the "second special symbol change game" is abbreviated to "second special game". In the following description, the first special game and the second special game are collectively referred to as "special game". The first special symbol and the second special symbol are symbols for notifying the result of an internal lottery.

[0016] In this specification, the term "variable display" in relation to a pattern means a state in which the type of the displayed pattern changes over time. The term "stop display" in relation to a pattern means a state in which the pattern is displayed as if it is stopped without changing. The stop display may include a provisional stop display and a confirmed stop display. The special pattern may include a special winning pattern, which is an example of a winning display result, and a special losing pattern, which is an example of a losing display result. The special winning pattern is what is called a "big winning pattern" and a "small winning pattern". In the following description, unless otherwise specified, when simply referring to a "winning pattern" or a "big winning pattern", it means a "special winning pattern", and when simply referring to a "losing pattern", it means a "special losing pattern".

[0017] The first special game and the second special game are not executed simultaneously. The second special game is executed with priority over the first special game. After the special game ends due to the stop display of the special symbol, a variable interval time is determined as the time until the start of the next special game is permitted. As an example, the variable interval time may be 0.5 seconds.

[0018] The information display unit 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays the first special hold number. The first special hold number is the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. The information display unit 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays the second special hold number. The second special hold number is the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. As an example, the maximum values ​​of the first special hold number and the second special hold number are each 4.

[0019] The information display unit 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is configured to be able to display one or more types of normal symbols. The normal symbol display unit 13e is capable of executing a normal symbol variation game in which a predetermined symbol is variably displayed and finally a normal symbol is displayed. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbol may include a normal winning symbol and a normal losing symbol.

[0020] The information display unit 13 includes a regular hold display unit 13f. The regular hold display unit 13f displays the regular hold number. The regular hold number is the number of regular games whose execution is on hold because the hold condition has been met but the execution condition has not yet been met. As an example, the maximum regular hold number is 4.

[0021] The play area YBa is formed by dividing the front side of the play board YB into a substantially circular shape using rails or the like. The pachinko game machine 10 has a center frame CW decorated with various ornaments in the substantially center of the play area YBa. The center frame CW has an opening YBb.

[0022] The pachinko gaming machine 10 is equipped with a performance display device EH. The performance display device EH has an image display section GH that can display various images. The performance display device EH is attached to the game board YB so that the player can view the image display section GH through the opening YBb of the center frame CW. The performance display device EH can execute display performances. The display performances are realized by displaying objects that resemble patterns, characters, numbers, symbols, letters (character strings), etc. as images. The performance display device EH is an example of a display means.

[0023] The display effects include a performance symbol variation game. In the following description, the performance symbol variation game is abbreviated to "performance game". The performance game is realized by varying and displaying multiple rows of performance symbols, and finally displaying a combination of performance symbols in a stationary state. Hereinafter, the combination of performance symbols is simply referred to as "symbol combination". The performance symbols are symbols decorated with characters, numbers, patterns, and the like. As an example, the performance game is performed by varying and displaying the first, second, and third rows of symbols so that they scroll in a predetermined direction. The first special game, the second special game, and the performance game are examples of variation games.

[0024] The effect game is started and ended together with the special game. The symbol combinations stopped and displayed in the effect game correspond to the special symbols stopped and displayed in the special game. For example, when a winning symbol is stopped and displayed in the special game, a winning symbol combination is stopped and displayed in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the effect game.

[0025] The presentation game may include a reach presentation. A reach is a state in which the same presentation pattern is temporarily displayed in a specific pattern row (for example, the first and third rows) among a plurality of pattern rows, and a presentation pattern in a pattern row different from the specific pattern row (for example, the second row) is continuously displayed in a variable manner. As an example, the reach presentation may have a plurality of types of contents with different characters appearing, actions of presentation patterns, presentation times, etc.

[0026] A first start hole 15 is formed in the game board YB so as to open into the game area YBa. The first start hole 15 is located below the center frame CW in the game area YBa. Game balls can enter the first start hole 15 at any time. The pachinko game machine 10 is equipped with a first special start sensor SE1 (see FIG. 3). The first special start sensor SE1 detects a game ball that has entered the first start hole 15. The reservation condition for the first special game and the awarding condition for prize balls can be established when the first special start sensor SE1 detects a game ball.

[0027] A second start hole 16 is formed in the game board YB so as to open into the game area YBa. The second start hole 16 is located below the center frame CW in the game area YBa. The pachinko game machine 10 is equipped with a second special start sensor SE2 (see FIG. 3). The second special start sensor SE2 detects a game ball that has entered the second start hole 16. The reservation condition for the second special game and the awarding condition for the prize ball can be established by the second special start sensor SE2 detecting a game ball.

[0028] The game board YB is equipped with a normal variable member 17. The normal variable member 17 is configured to be operable in an open state (permissive state) and a closed state (restrictive state). The open state is a state in which the game ball can be inserted into the second starting hole 16 or is easy to insert. The closed state is a state in which the game ball cannot be inserted into the second starting hole 16 or is difficult to insert. The pachinko game machine 10 is equipped with a normal solenoid SL1 that operates the normal variable member 17 (see FIG. 3). The normal variable member 17 is operated to the open state during a normal winning game.

[0029] A large prize opening 18 is formed in the game board YB so as to open into the game area YBa. The large prize opening 18 is located in the game area YBa, below and to the right of the center frame CW. The pachinko game machine 10 is equipped with a special prize sensor SE3 (see FIG. 3). The special prize sensor SE3 detects a game ball that has entered the large prize opening 18. The condition for awarding a prize ball can be met when the special prize sensor SE3 detects a game ball.

[0030] The game board YB is equipped with a special variable member 19. The special variable member 19 is configured to be operable in an open state (permissive state) and a closed state (restrictive state). The open state is a state in which the game ball can be inserted into the big prize opening 18 or in which it is easy to insert the game ball into the big prize opening 18. The closed state is a state in which the game ball cannot be inserted into the big prize opening 18 or in which it is difficult to insert the game ball into the big prize opening 18. The pachinko game machine 10 is equipped with a special solenoid SL2 that operates the special variable member 19 (see FIG. 3). During a winning game, the special variable member 19 is operated to the open state.

[0031] The game board YB is provided with a gate 25. The gate 25 is formed with a ball entry port through which a game ball can pass (enter). The gate 25 is provided with a normal start sensor SE4 (see FIG. 3). The normal start sensor SE4 detects a game ball that passes through or enters the gate 25. The reserve condition for the normal game can be established when the normal start sensor SE4 detects a game ball. The game board YB is formed with a general prize entry port (not shown) that opens into the game area YBa. The general prize entry port is located to the right of the center frame CW. The pachinko game machine 10 is provided with a general prize entry sensor (not shown). The general prize entry sensor detects a game ball that has entered the general prize entry port. The award condition for a prize ball can be established when the general prize entry sensor detects a game ball. There may be multiple general prize entries.

[0032] The first start opening 15, the second start opening 16, the big winning opening 18, and the general winning opening are so-called "winning openings". The game board YB may have winning openings different from these winning openings. A winning is when a game ball enters a winning opening. The game board YB has an outlet 20 formed so as to open into the game area YBa. As an example, the outlet 20 opens at the lower end of the game area YBa. Game balls that do not enter any of the winning openings are discharged from the game area YBa through the outlet 20. The game board YB may have nails and a windmill. The nails and the windmill can change the behavior of the game balls flowing down the game area YBa.

[0033] The pachinko gaming machine 10 includes a first movable device E1. The first movable device E1 is provided on the game board YB. The first movable device E1 has a first movable member E1a supported so as to perform a first motion. That is, the first movable member E1a is on the game board YB. The first movable device E1 has a performance motor EM1 that imparts a first motion to the first movable member E1a. The first movable member E1a is an example of a first movable part. As an example, the performance motor EM1 is mounted on the first movable member E1a. The first movable member E1a is supported so as to be able to vibrate as an example of the first motion. As an example, the vibration is a continuous repetition of a unit motion that reciprocates along a first direction with a reference position as a center. As an example, the first direction may be an up-down direction. The first direction may be a left-right direction or a front-back direction. As an example, the performance motor EM1 is a vibration motor that imparts vibration along the first direction to the first movable member E1a. In the following description, the effect in which the first movable member E1a vibrates along the first direction will be referred to as a "first vibration effect."

[0034] The first movable member E1a is supported so as to be able to perform a specific motion. The first movable device E1 has a performance motor EMs that imparts a specific motion to the first movable member E1a. As an example, the performance motor EMs is provided on the center frame CW. The first movable member E1a is supported so as to be able to displace along a specific direction as an example of a specific motion. As an example, as shown by the arrow Y1 in the figure, the specific direction may be an up-down direction. The specific direction may be a left-right direction or a front-back direction. As an example, the performance motor EMs is a stepping motor that imparts a displacement along a specific direction. In the following description, a performance in which the first movable member E1a is displaced along a specific direction is referred to as a "displacement performance". The first movable member E1a is a so-called movable body, and the first vibration performance and the displacement performance are both types of performance using a movable body.

[0035] As an example, the first movable member E1a is a plate-like member extending along the left-right direction. The first movable member E1a is decorated according to the motif of the pachinko game machine 10. In a specific operation of the first movable device E1, the first movable member E1a is displaced between an original position P0 and a performance position P1. The original position P0 of the first movable member E1a is a position where the first movable member E1a is disposed so as to extend along the left-right direction at the upper edge of the center frame CW. When the first movable member E1a is located at the original position P0, it contacts an upper contact portion W2a provided on the game board YB. When the first movable member E1a is located at the original position P0, it overlaps with a part of the image display unit GH when viewed from the front.

[0036] The performance position P1 of the first movable member E1a is a position where it is arranged so as to extend along the left-right direction at the lower edge of the center frame CW. When the first movable member E1a is located at the performance position P1, it contacts the lower contact portion W2b provided on the game board YB. When the first movable member E1a is located at the performance position P1, it overlaps with a part of the image display unit GH when viewed from the front. When the first movable member E1a is located at the performance position P1, the area where the first movable member E1a and the image display unit GH overlap when viewed from the front is larger when the first movable member E1a is located at the performance position P1 than when it is located at the original position P0. In this way, the first movable member E1a covers a part of the performance display device EH when the first action is applied.

[0037] The pachinko gaming machine 10 includes a second movable device E2. The second movable device E2 is provided on the front side of the front frame W3. The second movable device E2 has a second movable member E2a supported so as to be able to perform a second action, and a light-emitting unit E2b built into the second movable member E2a. In other words, the second movable member E2a is in the frame body W. The second movable device E2 has an effect motor EM2 that imparts the second action to the second movable member E2a. The second movable member E2a is an example of a second movable part.

[0038] As an example, the second movable member E2a is a hemisphere that protrudes upward. The second movable member E2a is made of a transparent or translucent material. The second movable member E2a allows the built-in light-emitting unit E2b to be visually recognized as illuminating, extinguishing, or blinking. As an example, the second movable member E2a is decorated on its inside or outside according to the motif of the pachinko game machine 10. When viewed from above, the second movable member E2a has a larger area than either of the operation members D1a and D2a. As an example, when viewed from the front, the second movable member E2a has a larger area than the firing operation member HDa. As an example, the second movable member E2a has a larger volume than either of the operation members D1a, D2a, and HDa.

[0039] The second movable member E2a is supported so as to be vibrated as an example of the second operation. As an example, the vibration is repeated change in position so as to reciprocate along the second direction around a reference position. As an example, the second direction may be an up-down direction. The second direction may be a left-right direction or a front-back direction. As an example, the performance motor EM2 is a vibration motor that can impart vibration along the second direction to the second movable member E2a. In the following description, the performance in which the second movable member E2a vibrates along the second direction is referred to as a "second vibration performance". The second movable member E2a is a so-called movable body, and the second vibration performance is one of the performances using a movable body. When the second operation is imparted, the second movable member E2a does not cover a part of the performance display device EH.

[0040] The positional relationship between the first operating device D1 and each of the movable devices E1 and E2 will be described. As shown in FIG. 2, the first operating device D1 is provided on the front frame W3. The first movable device E1 is provided on the game board YB. The first action applied to the first movable member E1a by the performance motor EM1 can be propagated to the first operating member D1a via the components of the game board YB, the middle frame W2, and the front frame W3. The second movable device E2 is provided on the front frame W3. The second action applied to the second movable member E2a by the performance motor EM2 can be propagated to the first operating member D1a via the components of the front frame W3.

[0041] Here, when the first movable member E1a is at the original position P0, the length of the path through which the first operation propagates to the first operation member D1a is denoted as the path length L10. When the first movable member E1a is at the effect position P1, the length of the path through which the first operation propagates to the first operation member D1a is denoted as the path length L11. Regarding the second movable member E2a, the length of the path through which the second operation propagates to the first operation member D1a is denoted as the path length L2. The relationship between the respective path lengths satisfies the relationship L2 < L11 < L10. That is, the first movable member E1a is located at a position farther from the operation unit than the second movable member E2a.

[0042] The positional relationship between the second operation device D2 and each of the movable devices E1, E2 will be described. The second operation device D2 is provided on the front frame W3. The first movable device E1 is provided on the game board YB. The first operation applied to the first movable member E1a by the effect motor EM1 can propagate to the second operation members D2a to D2d via the components of the game board YB, the middle frame W2, and the front frame W3. The second movable device E2 is provided on the front frame W3. The second operation applied to the second movable member E2a by the effect motor EM2 can propagate to the second operation members D2a to D2d via the components of the front frame W3.

[0043] Here, when the first movable member E1a is at the original position P0, the length of the path through which the first operation propagates to the second operation members D2a to D2d is denoted as the path length M10. When the first movable member E1a is at the effect position P1, the length of the path through which the first operation propagates to the second operation members D2a to D2d is denoted as the path length M11. Regarding the second movable member E2a, the length of the path through which the second operation propagates to the second operation members D2a to D2d is denoted as the path length M2. The relationship between the respective path lengths satisfies the relationship M2 < M11 < M10. That is, the first movable member E1a is located at a position farther from the operation unit than the second movable member E2a.

[0044] The positional relationship between the launch handle HD and each of the movable devices E1, E2 will be described. The launch handle HD is provided on the front frame W3. The first movable device E1 is provided on the game board YB. The first operation applied to the first movable member E1a by the effect motor EM1 can be propagated to the launch operation member HDa via the components of the game board YB, the middle frame W2, and the front frame W3. The second movable device E2 is provided on the front frame W3. The second operation applied to the second movable member E2a by the effect motor EM2 can be propagated to the launch operation member HDa via the components of the front frame W3.

[0045] Here, when the first movable member E1a is at the original position P0, the length of the path through which the first operation is propagated to the launch operation member HDa is denoted as the path length N10. When the first movable member E1a is at the effect position P1, the length of the path through which the first operation is propagated to the launch operation member HDa is denoted as the path length N11. Regarding the second movable member E2a, the length of the path through which the second operation is propagated to the launch operation member HDa is denoted as the path length N2. The relationship of each path length satisfies the relationship of N2 < N11 < N10. That is, the first movable member E1a is at a position farther from the operation part than the second movable member E2a.

[0046] The game state of the pachinko machine 10 will be described. The pachinko machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, a ball entry assistance function that assists the entry of game balls into the second start port 16, and a time shortening function that shortens the variation time of the special game. The game state of the pachinko machine 10 can be configured by combining the operating states (operating and non-operating) of these functions.

[0047] The probability variation function (hereinafter referred to as the probability variation function) will be described. The pachinko machine 10 has a plurality of probability states as states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state with a higher jackpot probability than the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, and the possibility of winning the jackpot increases. The high probability state is an advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)".

[0048] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that supports winning in a normal electric device, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry rate states, which are states in which the ball entry rate of game balls into the second starting hole 16 is different. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to establish the start conditions for the second special game. The high ball entry rate state is an advantageous state for the player.

[0049] For example, the high ball entry rate state can be realized by executing one control that can be selected arbitrarily from the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the fluctuation time of the normal game compared to the low ball entry rate state. The second auxiliary control is a control that changes the normal hit probability in the normal lottery to a higher probability than in the low ball entry rate state. Note that the normal hit probability in the low ball entry rate state may be 0 or may exceed 0. The low ball entry rate state may be a state in which the normal lottery is not held, and the high ball entry rate state may be a state in which the normal lottery is held.

[0050] The third auxiliary control is a control for making the total opening time of the normal variable member 17 in one normal winning game longer than that in the low ball winning rate state. The third auxiliary control may include at least one of a control for making the number of openings of the normal variable member 17 in one normal winning game longer than that in the low ball winning rate state, and a control for making one opening time of the normal variable member 17 in a normal winning game longer than that in the low ball winning rate state.

[0051] The variable time reduction function (hereinafter referred to as the time reduction function) will be explained. The pachinko game machine 10 has a plurality of time-varying states in which the variation time (average variation time) of the special game is different. The plurality of time-varying states include a long variation time state and a short variation time state in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the time-varying state transitions from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. In other words, the efficiency of consuming reserved special games is improved. As an example, the time-saving function is activated in conjunction with the ball-striking assist function. In other words, the time-varying function is activated together with the ball-striking assist function and is deactivated together with the ball-striking assist function.

[0052] As an example, the game state includes a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all not activated. The first advantageous state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all activated. The second advantageous state is a game state in which the probability variable function is not activated, while the ball entry assist function and the time-saving function are activated. The pachinko game machine 10 is not limited to having three game states, and some or all of them may be different game states in which the function to be activated among the probability variable function, the ball entry assist function, and the time-saving function is changed. The game state may be one or two, or may be four or more.

[0053] We will explain a jackpot, which is one example of a win. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as winning symbols of special symbols. A type of jackpot is determined for each jackpot symbol. A type of jackpot game is determined for each jackpot symbol (type of jackpot). The pachinko gaming machine 10 awards a jackpot game after a jackpot symbol is stopped and displayed in a special game. The pachinko gaming machine 10 awards a winning game after a jackpot symbol combination is stopped and displayed in a performance game.

[0054] In the jackpot game, an opening performance is performed for an opening time to notify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, multiple round games are performed in which the jackpot winning hole 18 is opened. The round games are performed up to the upper limit of the number of times. One round game ends when one of a first end condition in which the upper limit number (9 as an example) of game balls enter the jackpot winning hole 18 and a second end condition in which the upper limit time has elapsed is met. In the round game, the jackpot winning hole 18 is opened in a predetermined opening mode. In the round game, a round performance is performed. In the jackpot game, when the final round game ends, an ending performance is performed for a predetermined ending time to notify the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0055] A specific example of a jackpot will be explained. Of the 100 types of jackpot symbols that can be stopped and displayed after the first special game, 65 types of jackpot symbols can be classified as ZA symbols, and 35 types of jackpot symbols can be classified as ZB symbols. Of the 100 types of jackpot symbols that can be stopped and displayed in the second special game, 65 types of jackpot symbols can be classified as Za symbols, and 35 types of jackpot symbols can be classified as Zb symbols. Jackpots based on symbols ZA, ZB, Za, and Zb are indicated as jackpots ZA, ZB, Za, and Zb, respectively. Jackpot games based on symbols ZA, ZB, Za, and Zb are indicated as jackpot games ZA, ZB, Za, and Zb, respectively.

[0056] For the jackpot games ZA and Za, the upper limit of the number of rounds is set to 10. For the jackpot games ZB and Zb, the upper limit of the number of rounds is set to 4. For each of the jackpot games ZA, ZB, Za, and Zb, the upper limit of the time for the round is set to 25 seconds. For each of the multiple rounds, an interval time between rounds (2 seconds as an example) is set after the end of the round. When the interval time between rounds has elapsed, the next round or the ending time begins. For the jackpot games ZA, ZB, Za, and Zb, the same opening time (8 seconds as an example) and the same ending time (10 seconds as an example) are set.

[0057] The symbols ZA and Za define a first advantageous state as the gaming state after a jackpot game. After the jackpot game ZA or Za ends, the first advantageous state is granted until the next jackpot game is awarded. The symbols ZB and Zb define a second advantageous state as the gaming state after a jackpot game. The second advantageous state is granted after the jackpot game ZB or Zb ends, until a predetermined maximum number of special games (100 times as an example) ends, or until a jackpot game is awarded before the maximum number of special games ends.

[0058] The jackpots ZA and Za are more advantageous than the jackpots ZB and Zb in terms of the number of prize balls that can be obtained during the jackpot game. The jackpots ZA and Za are more advantageous than the jackpots ZB and Zb in terms of the possibility of being given a high probability state (probability change state) after the jackpot game. In the following explanation, the jackpots ZA and Za may be referred to as "advantageous hits" and the jackpots ZB and Zb may be referred to as "normal hits."

[0059] The probability of a jackpot is 345 / 65536 in a low probability state and 734 / 65536 in a high probability state. The probability of a normal hit is 1 / 65536 in a low ball entry rate state and 65534 / 65535 in a high ball entry rate state. The total opening time of the normal variable member 17 in one normal hit game is 396 ms in a low ball entry rate state and 5680 ms in a high ball entry rate state. The number of winning balls is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special winning sensor SE3, and 5 when detected by the normal winning sensor.

[0060] 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 control board 40 on the back (rear) of the game board YB. The main control board 40 performs various processes and outputs a control signal (control command) according to the process result. The pachinko game machine 10 includes a sub-control board 50 on the back (rear) of the game board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40, 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40. As an example, the sub-control board 50 executes a process for executing a light-emitting effect by the decorative lamp LA, an audio effect by the speaker SP, and a display effect by the effect display device EH.

[0061] The main control board 40 will now be described. The main control board 40 includes a CPU 41, a ROM 42, and an RWM 43. The CPU 41 executes a main control program to perform various processes. The main control board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit 44, or may be software random numbers generated by the CPU 41. As an example, the CPU 41, the ROM 42, the RWM 43, and the random number circuit 44 configure a one-chip processor 40A.

[0062] The ROM 42 stores a main control program, a table used in a predetermined lottery, a judgment value, and the like. The ROM 42 stores a plurality of types of variation patterns. The variation pattern is information capable of specifying a variation time from the start of a special game to the end of the special game. The variation pattern is information capable of specifying the presentation content (presentation mode) of a presentation game that is performed from the start of a special game to the end of the special game. Not limited to this, the variation pattern does not have to be information capable of specifying the presentation content of a presentation game as long as it is information capable of specifying a variation time.

[0063] The variation patterns are classified into a jackpot variation pattern and a miss variation pattern. In the jackpot variation pattern, the presentation content of the presentation game is determined to be a reach presentation and finally a jackpot symbol combination is stopped and displayed. In the miss variation pattern with a reach, the presentation content of the presentation game is determined to be a reach presentation and finally a miss symbol combination is stopped and displayed. In the miss variation pattern without a reach, the presentation content of the presentation game is determined to be a miss symbol combination is stopped and displayed without a reach presentation.

[0064] The RWM 43 stores various information that is rewritten during the operation of the pachinko gaming machine 10. The information stored in the RWM 43 includes flags, counters, and timers. The RWM 43 is configured to be able to retain the stored contents at the time of power interruption even after the power interruption. As an example, the RWM 43 retains various information even after the power interruption by using power supplied from a backup power source (not shown). Not limited to this, the RWM 43 may be a non-volatile memory, so that the stored contents at the time of power interruption can be retained even after the power interruption. The information to be backed up may include various information related to games. In this way, the pachinko gaming machine 10 is equipped with a backup function.

[0065] The main control board 40 is equipped with an RWM clear switch (not shown). The RWM clear switch is configured to be operable to instruct initialization of various backed-up information. As an example, when the power is turned on with the RWM clear switch in the on state, the various backed-up information is initialized. In other words, game control is performed based on the initialized various information. On the other hand, when the power is turned on with the RWM clear switch in the off state, game control is performed based on the various backed-up information.

[0066] The CPU 41 and the sensors SE1 to SE4 are connected. The CPU 41 is configured to be able to input detection signals output by the sensors SE1 to SE4 when they detect a gaming ball. The CPU 41 and the solenoids SL1 and SL2 are connected. The CPU 41 is configured to be able to control the operation of the solenoids SL1 and SL2. In other words, the CPU 41 is configured to be able to control the opening and closing operation of the variable members 17 and 19. The CPU 41 and the information display unit 13 are connected. The CPU 41 is configured to be able to control the display contents of the information display unit 13.

[0067] The sub-control board 50 will now be described. The sub-control board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform various processes. The sub-control board 50 is configured to be capable of generating random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or may be software random numbers generated by the CPU 51.

[0068] The ROM 52 stores a sub-control program, a table used in the lottery, a judgment value, etc. The ROM 52 stores display performance data related to the display performance by the performance display device EH. The ROM 52 stores light-emitting performance data related to the light-emitting performance by the decorative lamp LA. The ROM 52 stores audio performance data related to the audio performance by the speaker SP. The RWM 53 stores various information that is appropriately rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RWM 53 is a flag, a counter, a timer, etc.

[0069] The CPU 51 and the performance display device EH are connected to each other. The CPU 51 is configured to be able to control the display mode of the performance display device EH. The CPU 51 and the decorative lamp LA are connected to each other. The CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The CPU 51 and the speaker SP are connected to each other. The CPU 51 is configured to be able to control the output mode of the speaker SP.

[0070] The CPU 51 and the first operation device D1 are connected to each other. The CPU 51 is configured to be able to input a first operation signal outputted when the first operation sensor D1p detects the first operation member D1a. The CPU 51 and the second operation device D2 are connected to each other. The CPU 51 is configured to be able to input a second operation signal outputted when each of the second operation sensors D2p, D2q, D2r, and D2s detects the second operation members D2a, D2b, D2c, and D2d, respectively.

[0071] The CPU 51 is connected to the performance motor EM1 of the first movable device E1. The CPU 51 is configured to be able to control the operation of the performance motor EM1. In other words, the CPU 51 can control the operation imparted to the first movable member E1a. The CPU 51 is connected to the performance motors EM2, EMs of the second movable device E2. The CPU 51 is configured to be able to control the operation of the performance motors EM2, EMs. In other words, the CPU 51 can control the operation imparted to the second movable member E2a.

[0072] Various processes executed by the CPU 41 of the main control board 40 will be described. The special symbol input process will be described. The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 judges whether or not the game ball has entered the first start hole 15 based on whether or not a detection signal has been input from the first special start sensor SE1. When the game ball has entered the first start hole 15, the CPU 41 judges whether or not the first special reserve number is less than the maximum value. The first special reserve number and the second special reserve number are stored in the RWM 43. When the first special reserve number is less than the maximum value, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the information display unit 13 to display the updated first special reserve number.

[0073] Next, the CPU 41 acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the RWM 43. As an example, the random numbers are random numbers used in a special winning lottery, random numbers used to determine a winning symbol, and random numbers used to determine a variation pattern. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the order in which the random number information is stored. By storing the random number information in the RWM 43, the pachinko game machine 10 can suspend the execution of the special game until the execution condition of the special game is satisfied. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method.

[0074] When the gaming ball has not entered the first start hole 15, when the first special reserved number is not less than the maximum value, and when random number information for the first special game is stored in the RWM 43, the CPU 41 determines whether or not the gaming ball has entered the second start hole 16 based on whether or not a detection signal has been input from the second special start sensor SE2. When the gaming ball has not entered the second start hole 16, the CPU 41 ends the special symbol input process.

[0075] When the game ball enters the second starting hole 16, the CPU 41 judges whether the second special reserve number is less than the maximum value. If the second special reserve number is not less than the maximum value, the CPU 41 ends the special symbol input process. If the second special reserve number is less than the maximum value, the CPU 41 updates the second special reserve number by adding 1. The CPU 41 controls the information display unit 13 to display the updated second special reserve number.

[0076] Next, the CPU 41 acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the second special game, and the order in which the random number information is stored. By storing the random number information in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the execution condition for the second special game is met. Thereafter, the CPU 41 ends the special symbol input process.

[0077] The special symbol start process will be described. The special symbol start process is one of the timer interrupt processes. In the special symbol start process, the CPU 41 judges whether or not a special game or a winning game is being played. If a special game or a winning game is being played, the CPU 41 ends the special symbol start process. The CPU 41 judges that a special game is being played even during the variable interval time.

[0078] On the other hand, when neither the special game nor the winning game is being played, the CPU 41 judges whether the second special reserved number is 1 or more. When the second special reserved number is 1 or more, the execution condition of the second special game is established, so the CPU 41 performs the second game processing to start the second special game. On the other hand, when the second special reserved number is not 1 or more, the CPU 41 judges whether the first special reserved number is 1 or more. When the first special reserved number is 1 or more, the execution condition of the first special game is established, so the CPU 41 performs the first game processing to start the first special game. In other words, the CPU 41 executes the second special game in priority to the first special game. When each game processing is finished, the CPU 41 finishes the special symbol start processing.

[0079] The first game process will be described. When starting the first special game, the CPU 41 updates the first special reserved number by subtracting 1. The CPU 41 controls the information display unit 13 to display the updated first special reserved number. Next, the CPU 41 reads out the first stored random number information of the random number information for the first special game from the RWM 43. After reading out the first stored random number information, the CPU 41 erases the random number information from the RWM 43.

[0080] The CPU 41 performs a jackpot determination as to whether or not a jackpot has been won based on the read random number information and the jackpot determination value stored in the ROM 42. As an example, the jackpot determination is determined based on whether or not the value of the random number specified from the random number information matches the jackpot determination value corresponding to the current probability state. Not limited to this, the jackpot determination may be determined based on whether or not the value obtained by adding the value of the random number specified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is a so-called jackpot lottery.

[0081] When a jackpot is won, the CPU 41 executes a first winning symbol process to determine the jackpot symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the jackpot symbol to be stopped and displayed in the first special game by a lottery using the read random number information. Next, the CPU 41 executes a first winning variation process to determine the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by a lottery using the read random number information. After that, the CPU 41 ends the first game process.

[0082] On the other hand, in the case of a miss that does not result in a jackpot, the CPU 41 executes a first miss symbol process to determine a miss symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine a miss symbol to be stopped and displayed in the first special game by a lottery using the read random number information. Next, the CPU 41 executes a first miss variation process to determine a variation pattern of the first special game. As an example, the CPU 41 may determine a variation pattern of the first special game by a lottery using the read random number information. After that, the CPU 41 ends the first game process.

[0083] The second game process will be described. The second game process is the same as the first game process described above. In the second game process, the CPU 41 subtracts the second special reserved number and judges whether or not a jackpot has been won (special win lottery). In the case of a jackpot win, the CPU 41 executes a second winning symbol process to determine the jackpot symbol to be stopped and displayed in the second special game. The CPU 41 executes a second winning variation process to determine the variation pattern of the second special game. After that, the CPU 41 ends the second game process. On the other hand, in the case of a loss that does not result in a jackpot win, the CPU 41 executes a second losing symbol process to determine the losing symbol to be stopped and displayed in the second special game. The CPU 41 executes a second losing variation process to determine the variation pattern of the second special game. After that, the CPU 41 ends the second game process.

[0084] When the special symbol start process is completed, the CPU 41 executes a special game by a process separate from the special symbol start process. The CPU 41 sets a control command (hereinafter referred to as a start command) that can specify the variation pattern determined in the special symbol start process and that instructs the start of a presentation game in the output buffer. The various commands set in the output buffer may be output to the sub-control board 50 in the next or subsequent control cycles. The CPU 41 sets a control command (hereinafter referred to as a pattern command) that can specify the winning symbol or losing symbol determined in the special symbol start process in the output buffer.

[0085] The CPU 41 controls the information display unit 13 to start a special game. The CPU 41 measures a change time set in a change pattern that has already been determined. The CPU 41 controls the information display unit 13 to stop displaying the special symbol determined in the special symbol start process when the change time set in the change pattern has elapsed. When the change time set in the change pattern has elapsed, the CPU 41 instructs to stop the change of the performance symbols, and sets information (hereinafter referred to as an end command) for stopping the display of the symbol combination by the performance symbols in the output buffer.

[0086] The jackpot process will now be explained. In the jackpot process, the CPU 41 performs various processes to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the CPU 41 awards a jackpot game by executing the jackpot process.

[0087] When the special game of the big win is over, the CPU 41 first sets information (hereinafter referred to as an opening command) capable of identifying the start of the opening time in the output buffer. When the opening time has elapsed, the CPU 41 performs processing for executing a round game. As an example, the CPU 41 controls the special solenoid SL2 so that the big prize opening 18 is opened based on an opening pattern corresponding to the big win pattern (type of big win), and starts the round game. After starting the round game, when the first end condition or the second end condition is established, the CPU 41 controls the special solenoid SL2 so that the big prize opening 18 is closed, and ends the round game. The CPU 41 repeats such processing for executing the round game until the specified number of round games are over. Each time a round game is started, the CPU 41 sets information (hereinafter referred to as a round command) capable of identifying the start of the round game in the output buffer. When the final round game is over, the CPU 41 sets information (hereinafter referred to as an ending command) capable of identifying the start of the ending time in the output buffer. When the ending time has elapsed, the CPU 41 ends the big win game.

[0088] The game status processing will now be described. When a jackpot game based on the symbols ZA and Za is awarded, the CPU 41 sets information that can specify that the game state will be controlled to a high probability state when the jackpot game is ended in the probability flag. When a jackpot game based on the symbols ZA and Za is awarded, the CPU 41 sets information that can specify that the game state will be controlled to a high ball entry rate state when the jackpot game is ended in the operation flag. The probability flag and the operation flag are stored in the RWM 43. In this case, the CPU 41 controls the game state so that the game state will be a high probability state and a high ball entry rate state until the next jackpot game is started.

[0089] When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 41 sets information that can specify that the state is controlled to a low probability state when the jackpot game is ended to the probability flag. When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 41 sets information that can specify that the state is controlled to a high ball entry rate state when the jackpot game is ended to the operation flag. In this case, the CPU 41 awards a high ball entry rate state with a set upper limit number of times, so that the number of times equivalent to the upper limit number of times (100 times as an example) is stored in the RWM 43 as the remaining number of times of the special game that awards the high ball entry rate state. The CPU 41 subtracts 1 from the remaining number of times each time the special game is executed. When the remaining number of times becomes 0, the CPU 41 sets information that can specify that the state is controlled to a low ball entry rate state with the end of the special game with the remaining number of times becoming 0 to the operation flag. In other words, the CPU 41 ends the high ball entry rate state with the end of the special game with the upper limit number of times, and transitions to the low ball entry rate state.

[0090] When starting a jackpot game, the CPU 41 sets information that can specify that control will be made to a low probability state to the probability flag. When starting a jackpot game, the CPU 41 sets information that can specify that control will be made to a low ball entry rate state to the operation flag. When controlling to a low ball entry rate state, the CPU 41 sets a low ball entry rate state command to the output buffer. When controlling to a high ball entry rate state, the CPU 41 sets a high ball entry rate state command to the output buffer. When controlling to a low probability state, the CPU 41 sets a low probability state command to the output buffer. When controlling to a high probability state, the CPU 41 sets a high probability state command to the output buffer.

[0091] Various processes executed by the CPU 51 of the sub-control board 50 will be described. The big win presentation process will now be described. When an opening command is input, the CPU 51 controls the performance display device EH to execute an opening performance. When a round command is input, the CPU 51 controls the performance display device EH to execute a round performance. When an ending command is input, the CPU 51 controls the performance display device EH to execute an ending performance. In this way, the CPU 51 can execute an opening performance, a round performance, and an ending performance as a jackpot performance during a jackpot game. The CPU 51 may control one or both of the decorative lamp LA and the speaker SP to execute various jackpot performances in addition to or instead of the performance display device EH.

[0092] The game status processing performed by the CPU 51 will be described. When the CPU 51 inputs a low probability state command, it sets a value that can identify a low probability state to the auxiliary probability state flag stored in the RWM 53. When the CPU 51 inputs a high probability state command, it sets a value that can identify a high probability state to the auxiliary probability state flag stored in the RWM 53. By referring to the auxiliary probability state flag stored in the RWM 53, the CPU 51 can identify whether the current game state is a low probability state or a high probability state.

[0093] When the CPU 51 inputs a low ball entry rate state command, it sets a value that can identify a low ball entry rate state to the auxiliary ball entry rate state flag stored in the RWM 53. When the CPU 51 inputs a high ball entry rate state command, it sets a value that can identify a high ball entry rate state to the auxiliary ball entry rate state flag stored in the RWM 53. By referring to the auxiliary ball entry rate state flag stored in the RWM 53, the CPU 51 can identify whether the current game state is a low ball entry rate state or a high ball entry rate state.

[0094] The effect game processing performed by the CPU 51 will now be described. The CPU 51 determines a symbol combination to be stopped and displayed in the performance game based on the start command and the symbol command. As an example, when the special symbol identifiable from the symbol command is a big win symbol, the CPU 51 determines a big win symbol combination by the performance symbol. When the special symbol identifiable from the symbol command is a losing symbol, the CPU 51 determines a losing symbol combination by the performance symbol. When the execution condition of the reach performance is established, the CPU 51 determines a losing symbol combination including the reach. As an example, the execution condition of the reach performance is that a losing variation pattern with the reach is determined. The execution condition of the reach performance may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.

[0095] The CPU 51 controls the effect display device EH so that the effect symbols are displayed variably in each symbol row upon input of a start command. That is, the CPU 51 starts the effect game. During the execution of the effect game, the CPU 51 causes a display effect according to the effect content that can be specified from the variation pattern. For example, when the variation pattern is a reach-with-a-win variation pattern, the CPU 51 controls the effect display device EH so that the reach-with-a-win variation pattern is executed.

[0096] For example, the CPU 51 determines whether or not to execute a preview performance according to the variation pattern and the special symbol. When the CPU 51 determines that a preview performance can be executed, it may control the performance display device EH to execute the preview performance. The preview performance is a performance that notifies the player of the expectation that the variable game will result in a jackpot. For example, the preview performance may be executed in a manner that displays a predetermined character, letter (character string), and effect. When the CPU 51 determines that a preview performance cannot be executed, it does not execute the preview performance.

[0097] Then, when a predetermined timing arrives after starting the presentation game, the CPU 51 causes the determined symbol combination to be temporarily stopped and displayed, and causes the determined symbol combination to be fixed and displayed upon input of an end command. Not limited to this, the CPU 51 may measure a change time that can be specified from the change pattern, and cause the determined symbol combination to be fixed and displayed upon the passage of the change time. In this case, the end command may be omitted.

[0098] The pachinko gaming machine 10 is configured to be able to execute specific effects. As an example, the specific effect may be executed as one of the preview effects in the effect game. The specific effect is an effect that suggests or notifies the player whether or not a jackpot will ultimately be reached. When the CPU 51 determines that the specific effect can be executed, it may control some or all of the speaker SP, the effect display device EH, the first movable device E1, and the second movable device E2 to execute the specific effect. An example of a specific execution mode of the specific effect will be described below.

[0099] As shown in FIG. 4 and FIG. 5, the specific performance is executed over a specific time T. The specific time T can be divided into a predetermined number of unit times t. As an example, the predetermined number is 5. In each unit time t1 to t5, various performances constituting the specific performance can be executed. When a specific variation pattern is specified, the specific performance is executed during the execution of a variation game based on the specific variation pattern. The specific variation pattern is a variation pattern that specifies the variation time TA and the variation content (performance content) including the specific performance. The specific variation pattern includes a big hit variation pattern and a miss variation pattern. As an example, the specific time T is the time from the formation of a reach to the end of the variation game within the variation time TA.

[0100] As an example, the specific performance is composed of a combination of an introduction performance, a basic performance, an intermediate performance, and a result performance. One specific performance includes one or more basic performances. One specific performance includes one introduction performance, an intermediate performance, and a result performance. The introduction performance is a performance that suggests or notifies the start of the specific performance. The basic performance is a performance that suggests or notifies whether the intermediate performance will be executed or not. The intermediate performance includes a first intermediate performance and a second intermediate performance. The result performance includes a successful result performance and a failed result performance. The first intermediate performance and the second intermediate performance notify that the successful result performance will be executed. The successful result performance is a performance that suggests or notifies that the current variation game will be a jackpot. The failed result performance is a performance that suggests or notifies that the current variation game will be a miss. As described later, the basic performance, the first intermediate performance, the second intermediate performance, and the successful result performance may all include a vibration performance.

[0101] As an example, as shown in the flow of Fig. 4(a) → Fig. 4(b), the introduction performance is executed in a manner in which the screen is darkened when a reach is formed on the performance display device EH. Note that the performance symbols in the multiple rows may be displayed in a reduced size from the start to the end of the specific performance.

[0102] As shown in FIG. 4(c), the basic performance includes a basic sound performance, a basic display performance, and a first vibration performance as performance elements. The basic sound performance is executed by outputting a specific sound from the speaker SP. As an example, the specific sound is a sound effect that imitates a heartbeat such as "thump". The basic display performance is executed by displaying a specific image G1 on the performance display device EH. As an example, the specific image G1 is a moving image that imitates ripples spreading from the lower right side (second movable device E2) of the image display unit GH in sync with the specific sound. As an example, the basic performance mode includes a single mode that is executed only once in one unit time t, and a continuous mode that is executed multiple times (for example, two or four times) in the unit time t.

[0103] As an example, the execution time of the first vibration effect, that is, the vibration time of the first movable member E1a, is time a1 among time a1, time a2, and time a3 (where a1 < a2 < a3). The first vibration effect is executed in parallel with, or simultaneously with, the basic sound effect. That is, the first movable member E1a can operate in accordance with the sound output by the speaker SP. The first vibration effect is executed in parallel with, or simultaneously with, the basic display effect. That is, the first movable member E1a can operate in accordance with the display output by the effect display device EH.

[0104] As shown in FIG. 4(d), the first intermediate effect is configured to include the first vibration effect as an effect element. The execution time of the first vibration effect in the first intermediate effect, that is, the vibration time of the first movable member E1a, may be time a2 or time a3. In the following description, the case where the execution time of the first vibration effect is time a2 is referred to as the short first intermediate effect, and the case where the execution time of the first vibration effect is time a3 is referred to as the long first intermediate effect. The first intermediate effect may include displaying a predetermined first intermediate image SG1 on the effect display device EH. As an example, the first intermediate image SG1 is a video simulating a lightning strike.

[0105] As shown in FIG. 4(e), the second intermediate effect is configured to include an intermediate display effect and a second vibration effect as effect elements. The intermediate display effect is executed by displaying a second intermediate image SG2 on the effect display device EH. As an example, the second intermediate image SG2 is a video simulating the state where the lower right side (second movable device E2) of the image display unit GH lights up. The execution time of the second vibration effect in the second intermediate effect, that is, the vibration time of the second movable member E2a, may be time a2 or time a3. In the following description, the case where the execution time of the second vibration effect is time a2 is referred to as the short second intermediate effect, and the case where the execution time of the second vibration effect is time a3 is referred to as the long second intermediate effect.

[0106] As shown in FIG. 4(f), the successful result performance may include a special sound performance, a displacement performance, and a first vibration performance as performance elements. The special sound performance is executed by outputting a special sound from the speaker SP. As an example, the specific sound is a sound effect that imitates the sound of a thunderclap, "Gorogoro Pisharn." As an example, the execution time of the first vibration performance in the successful result performance, that is, the vibration time of the first movable member E1a, is time a2. As an example, the displacement performance in the successful result performance is executed in a manner in which the first movable member E1a displaces from the original position P0 to the performance position P1 while continuing the first vibration performance, and returns to the original position P0 when the first vibration performance ends. Then, as shown in the flow from FIG. 4(b) to FIG. 4(a), the successful result performance is executed in a manner in which the screen is brightened in the performance display device EH. After that, the performance display device EH displays a winning symbol combination.

[0107] On the other hand, as shown in the flow of FIG. 4(b)→FIG. 4(a), the failure result performance is executed in a manner in which the screen is turned on in the performance display device EH. The failure result performance does not include any of the displacement performance, the first vibration performance, and the second vibration performance as performance elements. After that, the performance display device EH displays the losing pattern combination.

[0108] As shown in Figures 5(a) to 5(f), a specific effect may begin with an introduction effect and one or more basic effects, followed by a special effect, which is then followed by a second intermediate effect and a result effect. As an example, the special effect may include a first special effect and a second special effect. As shown in Figure 5(a), the form of the basic effect is the same as that shown in Figure 4(c). As shown in Figure 5(f), the form of the successful result effect is the same as that shown in Figure 4(f).

[0109] As shown in the flow from FIG. 5(b) to FIG. 5(d), the first special effect is executed in a manner in which a first special image TG1 is displayed on the effect display device EH. As an example, the first special image TG1 is an image that resembles a cat. The first special effect is an effect that suggests or notifies that a long second intermediate effect will be executed. The first special image TG1 may change when the long second intermediate effect starts. As an example, the first special image TG1 may initially be an image that resembles a "cat searching for something," and may change to an image that resembles a "surprised cat" as the long second intermediate effect starts.

[0110] As shown in Fig. 5(c), the second special effect is executed in a manner in which a second special image TG2 is displayed on the effect display device EH. As an example, the second special image TG2 may include the character string "Pekka!" as information suggesting or informing that the second movable device E2 will emit light in a predetermined manner. Also, the second special effect is executed in a manner in which the light-emitting unit E2b built into the second movable member E2a emits light in a predetermined manner. As shown in the flow from Fig. 5(c) to Fig. 5(e), the second special effect is an effect that suggests or informs that a short second intermediate effect will be executed.

[0111] As shown in Figures 6 and 7, the specific performance includes a number of performance patterns EP11 to EP23. For example, performance pattern EP11 is a content in which a single-shot basic performance is executed in unit times t1 to t4, and a failure result performance is executed in unit time t5. Performance pattern EP12 is a content in which a single-shot basic performance is executed in unit times t1 to t3, and a long first intermediate performance is executed in unit time t4, and a success result performance is executed in unit time t5.

[0112] On the other hand, the performance pattern EP10 is a content for executing a false specific performance. For example, the performance pattern EP10 is a content for executing a basic performance within a time corresponding to the unit time t1 after the formation of a reach, followed by a failure result performance. The false specific performance by the performance pattern EP10 is a miss variation pattern with a reach different from the specific variation pattern, and may be executed when a false variation pattern having a shorter variation time than the specific variation pattern is instructed. The false variation pattern may be a miss variation pattern without a reach. In this case, the CPU 51 may determine a miss pattern combination including a reach.

[0113] In the presentation patterns EP10 to EP23, the presentation mode is the same until the first basic presentation is executed. Therefore, it is difficult for the player to determine whether the specific presentation is a fake or a real specific presentation from the situation in which the first basic presentation is executed. In the presentation patterns EP11 to EP21 and EP23, the presentation mode is the same until the first basic presentation is executed in unit time t2. Therefore, it is difficult for the player to determine whether the unit time t2 will be a single-shot mode or a continuous mode from the situation in which the first basic presentation is executed in unit time t2. As shown by "Opening Continuous" in FIG. 6, in the presentation patterns EP19 to EP21, the basic presentation transitions to a continuous mode from unit time t2.

[0114] In the presentation patterns EP11 to EP18 and EP23, the presentation mode is the same until the first basic presentation is executed in unit time t3. Therefore, it is difficult for the player to determine whether unit time t3 will be a single-shot mode or a continuous mode from the situation in which the first basic presentation is executed in unit time t3. As shown as "mid-game continuous" in Figure 6, in the presentation patterns EP16 to EP18, the basic presentation transitions to a continuous mode from unit time t3.

[0115] In the presentation patterns EP11, EP13 to EP15, the presentation mode is the same until the first basic presentation is executed in unit time t4. Therefore, it is difficult for the player to determine whether unit time t4 will be a single-shot mode or a continuous mode from the situation in which the first basic presentation is executed in unit time t4. As shown as "End stage continuous" in Figure 6, in the presentation patterns EP14 and EP15, the basic presentation transitions to a continuous mode from unit time t4.

[0116] In the presentation pattern EP11, one basic presentation is executed in unit time t4, and a failure result presentation is executed in unit time t5. In the presentation patterns EP14, EP16, and EP19, four basic presentations are executed in unit time t4, and a failure result presentation is executed in unit time t5. Therefore, even if a basic presentation is executed in unit time t4, it does not necessarily mean that a success result presentation is executed. Also, even if the basic presentation shifts to a continuous mode in unit times t2 to t4, it does not necessarily mean that a success result presentation is executed.

[0117] All of the performance patterns EP12, EP13, EP15, EP17, EP18, EP20, and EP21 are ultimately executed in a successful result performance in unit time t5. Performance pattern EP12 is executed in unit time t4, and a long first intermediate performance is executed. Performance pattern EP13 is executed in unit time t4, and a basic performance is executed in a single mode, and then a short first intermediate performance is executed. Performance patterns EP15, EP18, and EP21 are executed in unit time t4, and two basic performances are executed in a continuous mode, and then a short second intermediate performance is executed. Performance patterns EP17 and EP20 are executed in unit time t4, and a long first intermediate performance is executed.

[0118] Therefore, when the basic performance remains in a single mode, it is recognizable that it may develop into a first intermediate performance. When the basic performance transitions to a continuous mode, it is recognizable that it may develop into a second intermediate performance. Also, a situation is created in which one of the intermediate performances starts from the start of unit time t4, and a situation in which one of the intermediate performances starts after the basic performance is executed in unit time t4. Then, when it develops into one of the intermediate performances, it is recognizable with certainty that a successful result performance will be executed, resulting in a jackpot.

[0119] In the presentation pattern EP22, a basic presentation of a single shot mode is executed in unit time t1, a first special presentation is executed from unit time t2 to t4, a long second intermediate presentation is executed in unit time t4, and a successful result presentation is executed in unit time t5. Therefore, the player visually recognizes the unexpectedness that the basic presentation is not executed in unit time t2, and instead the first special presentation is executed by the presentation display device EH. Then, the execution of the first special presentation allows the player to sense the execution of the second intermediate presentation, that is, the operation of the second movable device E2. Furthermore, the player can recognize the development of a specific presentation in the future and the confirmation of a big win from the first special presentation by the presentation display device EH.

[0120] In the effect pattern EP23, a single-shot basic effect is executed in each unit time t1 to t3, and in the unit time t4, the basic effect is not executed, and the second special effect is executed. In the effect pattern EP23, a short second intermediate effect is executed after the start of the second special effect in the unit time t4, and a successful result effect is executed in the unit time t5. Therefore, the player will visually recognize with surprise that the basic effect is not executed in the unit time t4, and instead the second special effect is executed by the effect display device EH with a delay. Then, the execution of the second special effect allows the player to sense the execution of the second intermediate effect, that is, the operation of the second movable device E2. Furthermore, the player can recognize the future development of a specific effect and the confirmation of a big win from the second special effect by the effect display device EH.

[0121] A specific example of control for executing a specific performance will be described. As an example, the CPU 41 of the main control board 40 executes each variation process so that the expectation of a jackpot (hereinafter, referred to as the hit expectation) is higher when the variation pattern includes a specific presentation compared to when the variation pattern does not include a specific presentation. In order to increase the hit expectation for a specific presentation or a specific variation pattern, it is sufficient to increase the determination ratio of a jackpot out of the sum of the determination ratio of a jackpot and the determination ratio of a miss.

[0122] On the other hand, when a specific variation pattern is instructed, the CPU 51 determines the presentation pattern of the specific presentation. As an example, when a specific variation pattern of a big win is instructed, the CPU 51 can determine a presentation pattern including the first intermediate presentation. When a specific variation pattern of a loss is instructed, the CPU 51 cannot determine a presentation pattern including the first intermediate presentation. Therefore, when the first movable member E1a operates as an intermediate presentation, it is possible to definitely recognize that a big win will occur. As an example, when a specific variation pattern of a big win is instructed, the CPU 51 can determine a presentation pattern including the second intermediate presentation. When a specific variation pattern of a loss is instructed, the CPU 51 cannot determine a presentation pattern including the second intermediate presentation. Therefore, when the second movable member E2a operates, the expectation of a win is higher than when the second movable member E2a does not operate. Furthermore, when the second movable member E2a operates, it is possible to definitely recognize that a big win will occur.

[0123] As an example, when a specific variation pattern of a big win is instructed, the CPU 51 can determine a presentation pattern including a successful result presentation. As an example, when a specific variation pattern of a loss is instructed, the CPU 51 cannot determine a presentation pattern including a successful result presentation. Therefore, it is possible to definitely recognize that a big win will occur from the situation in which the displacement presentation is executed together with the first vibration presentation.

[0124] As an example, the CPU 51 determines the presentation pattern of the specific presentation so that the expectation of a favorable hit (hereinafter referred to as the favorable hit expectation) is higher when the second intermediate presentation is executed compared to when the first intermediate presentation is executed. That is, when the second movable member E2a operates as the intermediate presentation, the expectation of a favorable hit is higher than when the first movable member E1a operates. In order to increase the expectation of a favorable hit for a specific presentation or specific variable content, it is sufficient to increase the determination ratio of a favorable hit in the sum of the determination ratio of a favorable hit and the determination ratio of a normal hit.

[0125] As an example, the CPU 51 determines the presentation pattern of the specific presentation so that the expectation of a win is higher when the basic presentation is executed in the continuous mode than when the basic presentation is executed only in the single mode. That is, when the basic presentation transitions to the continuous mode, the expectation of a win is higher than when the basic presentation does not transition to the continuous mode. The single mode is an example of the first mode, and the continuous mode is an example of the second mode.

[0126] In the specific performance, the basic performance is executed once or multiple times to suggest or inform whether the first intermediate performance will be executed. In other words, the first movement of the first movable member E1a suggests or informs whether the first movable member E1a will further move. In the specific performance, the basic performance is executed once or multiple times to suggest or inform whether the second intermediate performance will be executed. In other words, the first movement of the first movable member E1a suggests or informs whether the second movable member E2a will move. As an example, the first movement and the second movement are the same vibration. In other words, the first movement and the second movement are the same movement.

[0127] When the first special effect is executed on the effect display device EH, the long second intermediate effect is executed. In other words, when the first special effect is executed, it is determined that the second movable member E2a will move. In this way, before the second movable member E2a moves, a notification effect is executed to notify that the second movable member E2a will move. This notification effect is executed on a display means (the effect display device EH is one example). The first special effect is one example of a notification effect.

[0128] When the second special effect is executed in the effect display device EH, a short second intermediate effect is executed. In other words, when the second special effect is executed, it is determined that the second movable member E2a will move. In this way, before the second movable member E2a moves, a notification effect is executed to notify that the second movable member E2a will move. This notification effect is executed in a display means (the effect display device EH is one example). The second special effect is one example of a notification effect.

[0129] The first special effect may be started in unit time t2. The second special effect may be started in unit time t4. Thus, the timing for executing the notification effect includes a predetermined timing and a specific timing that follows the predetermined timing. Unit time t2 is an example of a predetermined timing, and unit time t4 is an example of a specific timing. It can be said that the first special effect and the second special effect have different lengths of performance time. Also, the length of time from when the first special effect starts until the second movable member E2a operates is different from the length of time from when the second special effect starts until the second movable member E2a operates.

[0130] As one example, the long second intermediate performance is executed with the start of unit time t4. As one example, the short second intermediate performance is executed after a predetermined number of basic performances have been completed in unit time t4. In other words, the start timing of the short second intermediate performance is later than the start timing of the long second intermediate performance. In this way, after the operation of the first movable member E1a, the timing at which the second movable member E2a operates includes a first timing and a second timing that is later than the first timing.

[0131] The effects of the embodiment will be described. (1) By touching the operating unit (for example, operating members D1a, D2a, HDa), the player can perceive each of the movements of the first movable member E1a and the second movable member E2a as a shaking of the operating unit. The first movable member E1a is located farther away from the operating unit than the second movable member E2a. Therefore, without adjusting the strength of the movements applied to the movable members E1a and E2a, the natural attenuation of the strength of each movement as it propagates through the frame body W and the game board YB can change the shaking that the player can perceive. This can increase the player's interest.

[0132] (2) The player can perceive the first action and then the second action as if the vibration is approaching the operating unit. When the second movable member E2a performs the second action, the expectation of a win is higher than when it does not perform the second action. This coincides with the heightened expectation of a big win and the approach of the perceptible vibration, further enhancing the interest of the player.

[0133] (3) The first action is transmitted from the game board YB to the operation unit of the frame body W, while the second action is transmitted from the frame body W itself to the operation unit. Therefore, the first action and the second action clearly distinguish the shaking that the player can perceive, and the player can easily recognize the approach of the shaking.

[0134] (4) The first movable member E1a moves in accordance with the sound output by the sound output means (eg, the speaker SP), so that the first action can be impressed on the player. (5) The player can perceive the first motion and then the second motion as if the vibration is approaching the operating unit. When the second movable member E2a performs the second motion, the player can be sure that a jackpot will be hit. This matches the growing expectation of a jackpot with the approach of the vibration, further enhancing the player's interest.

[0135] (6) Before the second movable member E2a moves, a notification effect (for example, a special effect) is executed on a display means (for example, the effect display device EH). Thus, after the first action and sound output stimulate the movement of the second movable member E2a, a notification effect is executed on a completely different display means, and the second action is performed. Thus, an element of surprise is created in the flow of effects until the player is certain of a jackpot, further enhancing the player's interest.

[0136] (7) The first movable member E1a operates while covering a part of the display means (for example, the performance display device EH). On the other hand, the second movable member E2a operates without covering a part of the display means. Therefore, the player can understand the relationship between the movable members E1a and E2a and the display means and each operation in association with each other.

[0137] (8) The second movable member E2a can move at a plurality of timings after the first movable member E1a moves, which prevents the movement timing of the second movable member E2a from becoming uniform, thereby further increasing the interest of the player.

[0138] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.

[0139] The pachinko game machine 10 may be configured to change the presentation mode by operating the operation unit. As an example, the presentation mode specifies the execution manner of the presentation game. For example, the multiple presentation modes differ in at least one of the multiple elements constituting the presentation game. For example, the multiple presentation modes may differ from each other in the aspects of the presentation game, such as the background image, presentation pattern, characters appearing, and BGM. The CPU 51 stores information (hereinafter, referred to as a mode flag) capable of identifying the presentation mode in the RWM 53. The CPU 51 changes the presentation mode by rewriting the mode flag. The CPU 51 executes the presentation game in the manner determined by the presentation mode that can be identified from the mode flag.

[0140] As an example, when the CPU 51 starts a specific performance, it stores information (for example, a first restriction flag) in the RWM 53 indicating that a change in the performance mode is restricted. When the CPU 51 ends the specific performance, it erases the first restriction flag from the RWM 53. When the first restriction flag is not stored, the CPU 51 changes the performance mode when an operation signal is input from a specified operation unit. When the first restriction flag is stored, the CPU 51 does not change the performance mode even if an operation signal is input from a specified operation unit. In this modified example, the specified operation unit may be the first operation member D1a or may be the second operation members D2a to D2d.

[0141] According to this modified example, the presentation mode cannot be changed while the first movable member E1a and the second movable member E2a are in operation. Not limited to the above configuration, the CPU 51 may store the first restriction flag in the RWM 53 only while either one of the movable members E1a and E2a is in operation. In other words, the timing of storing or deleting the first restriction flag may be appropriately changed as long as it is a timing that can restrict the change of the presentation mode during the operation of each of the movable members E1a and E2a. According to this modified example, since the presentation mode cannot be changed while the first movable member E1a and the second movable member E2a are in operation, the player can concentrate on touching the operation unit and perceiving the shaking.

[0142] The pachinko game machine 10 may be configured to be able to change the music by operating the operation unit. In this modified example, the changeable music may be a music output as background music during the execution of a performance game, or may be a music output as background music during a big win game. As an example, when the CPU 51 starts a specific performance, it stores information (for example, a second regulation flag) indicating that the music change is restricted in the RWM 53. When the specific performance ends, the CPU 51 erases the second regulation flag from the RWM 53. When the second regulation flag is not stored, the CPU 51 changes the music when an operation signal is input from a specific operation unit. When the second regulation flag is stored, the CPU 51 does not change the music even when an operation signal is input from a specific operation unit.

[0143] In this modified example, the predetermined operation unit may be the first operation member D1a or the second operation members D2a to D2d. The timing of storing or deleting the second restriction flag may be changed as appropriate as long as it is a timing that can restrict the change of music during the movement of each of the movable members E1a and E2a. In this modified example, the music cannot be changed during the movement of the first movable member E1a and the movement of the second movable member E2a. Since the music cannot be changed during the movement of each of the first movable member E1a and the second movable member E2a, the player can concentrate on touching the operation unit and perceiving the swing in conjunction with the sound output.

[0144] The first movable device E1 and the second movable device E2 may be configured to perform a predetermined initial operation when power supply is started. The initial operation may be performed only in the first situation, in which various backed-up information is initialized, and in the second situation, in which various backed-up information is not initialized, or may be performed only in the second situation, or may be performed in both situations. Furthermore, the content of the initial operation may be different between the first situation and the second situation.

[0145] The sub-control board 50 may be equipped with a backup function. In this modified example, when the power supply is cut off while the specific performance is being performed, the CPU 51 interrupts the specific performance and stores information that can identify the progress of the specific performance (hereinafter, referred to as return information) in the RWM 53. When the power supply is started (restored), if the return information is stored in the RWM 53, the CPU 51 reads out the return information and resumes the specific performance so that the progress can be identified from the return information. According to this modified example, even if the specific performance is interrupted due to the cutoff of the power supply, it is resumed from the middle after the power is restored, so that the player's interest can be suppressed from decreasing. Not limited to this, when the power is turned on after the power is cut off during the operation of the first movable member E1a, the CPU 51 may operate each movable member in a pattern dedicated to the power restoration, which is different from when the power is not cut off. For example, the pattern dedicated to the power restoration may be a pattern in which the first movable member E1a operates and the second movable member E2a operates. In addition, the pattern for when the power is restored may be different from the initial operation described above. With this configuration, the player can recognize that the specific performance has been restored, but also recognize that the power supply has been cut off.

[0146] The first movable device E1 may be provided on the game board YB, the front frame W3, the middle frame W2, or the outer frame W1. The first movable device E1 may be provided across multiple parts of the frames W1 to W3 and the game board YB. The second movable device E2 may be modified in the same manner. The movable devices E1 and E2 are not limited to being provided in different units of the frames W1 to W3 and the game board YB, and may be provided in the same unit. The first movable device E1 may be configured not to perform a displacement effect that displaces the first movable member E1a. The second movable device E2 may be configured to perform a displacement effect that displaces the second movable member E2a.

[0147] · The relationship of the path lengths through which the operations (vibration as an example) of each movable part are propagated may satisfy the relationship of L2 < L10 < L11, or may satisfy the relationship of L2 < L10 = L11. The relationship of each path length may satisfy the relationship of M2 < M10 < M11, or may satisfy the relationship of M2 < M10 = M11. The relationship of each path length may satisfy the relationship of N2 < N10 < N11, or may satisfy the relationship of N2 < N10 = N11.

[0148] · The operation of the first movable device E1 is not limited to vibration. For example, the effect motor EM1 may apply rocking as the first operation to the first movable member E1a. Rocking has a larger amplitude in a unit operation and a smaller number of unit operation times (i.e., vibration frequency) per unit time compared to vibration. The first operation may be an operation of intermittently performing a reciprocating unit operation along the first direction a predetermined number of times. The first operation may be an operation different from vibration or rocking as long as it can be propagated to each operation part. Similarly, the operation of the second movable device E2 is not limited to vibration. For example, the effect motor EM2 may apply rocking as the second operation to the second movable member E2a. The second operation may be an operation different from vibration or rocking as long as it can be propagated to each operation part. Also, the operations recognizable by the player at each operation part do not have to be the operations applied to the first movable member E1a and the second movable member E2a themselves. That is, it may become difficult to recognize during propagation, or may be converted into different operations. That is, the operations recognizable at each operation part may be recognizable as some kind of operation. Also, the first operation and the second operation may be the same operation as each other, or may be different operations from each other.

[0149] · The firing handle HD is not limited to being provided at the lower right of the front frame W3, and may be provided on the lower end side of the front frame W3, at the center or substantially at the center in the left - right direction. Also, the firing handle HD may have a plurality of firing operation members HDa. The first operation device D1 may be omitted. The second operation device D2 may be omitted.

[0150] The first intermediate performance does not have to be a performance that determines a jackpot. Either the long first intermediate performance or the short first intermediate performance may be a performance that determines a jackpot, or both may be performances that may result in a miss. In other words, when the first movable member E1a operates, the expectation of a hit may be higher than when the first movable member E1a does not operate. Similarly, the second intermediate performance does not have to be a performance that determines a jackpot. Either the long second intermediate performance or the short second intermediate performance may be a performance that determines a jackpot, or both may be performances that may result in a miss. When the second movable member E2a operates, the expectation of a hit may be higher than when the second movable member E2a does not operate.

[0151] The specific effects are executed during the variable time, but in addition to or instead of this, they may be executed during the big win game. Also, the specific effects may be executed as demonstration effects in the standby state. The standby state is a state in which the variable game is not being executed, the variable game is not on hold, and the big win game is not being executed.

[0152] Various effects within the variable time may be subject to an effect customization function. The effect customization function may be capable of selecting the appearance rate, the expected hit rate, and the execution mode in the variable game for each effect. The appearance rate may include whether or not the effect is executed. The effect customization function may be capable of setting one or both of the movable devices E1 and E2 to no operation, and may be capable of changing the appearance rate individually.

[0153] There may be multiple start timings for the first special effect. Similarly, there may be multiple start timings for the second special effect. The display means for executing each special effect is not limited to the effect display device EH. For example, each special effect may be executed by an effect display device (a so-called sub-display device) provided separately from the effect display device EH. In addition, the effect display device for executing each special effect may be mounted on a specified movable device as a movable part. Each special effect may be executed across multiple display devices.

[0154] The pachinko gaming machine 10 may not have a backup function for the main control board 40. In other words, the various information stored in the RWM 43 may not be backed up. The pachinko gaming machine 10 may have a backup function for the sub-control board 50.

[0155] The CPU 41 may be configured to provide a high probability state until a predetermined number of special games (for example, 100 times) have been played after the big win game has ended. ·When the game ball that entered the large prize opening 18 during the big win game passes through the special passing area, the CPU 41 may control the state to a high probability state after the end of the big win game. When the game ball that entered the large prize opening 18 during the big win game does not pass through the special passing area, the CPU 41 may control the state to a low probability state after the end of the big win game. In this modified example, a favorable hit in which the game ball that entered the large prize opening 18 is likely to pass through the special passing area and a normal hit in which the game ball that entered the large prize opening 18 is unlikely to pass through the special passing area may be provided. For example, a distribution member that distributes the game balls that entered the large prize opening 18 may be provided, and the distribution mode of the distribution member may be determined based on the type of the big win. Then, the CPU 41 may control the probability that the game ball that entered the large prize opening 18 passes through the special passing area to be different depending on the distribution mode of the distribution member.

[0156] The second special game may be executed with priority over the first special game. The first special game may be executed with priority over the second special game. The special games may be executed simultaneously in parallel. The special games may be executed in the order in which the game balls enter the starting holes 15, 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be executed.

[0157] Some or all of the functions and means realized by the main control board 40 may be realized by the sub-control board 50. Some or all of the functions and means realized by the sub-control board 50 may be realized by the main control board 40. In addition, the functions and means realized by the sub-control board 50 may be realized by dividing them into an overall control board that performs overall control related to the presentation, and a display control board that performs control related to the display of images.

[0158] The pachinko gaming machine 10 may be configured so that the special variable member 19 operates to the open state by a predetermined lottery, and a jackpot game is awarded when a gaming ball that has entered the large prize winning opening 18 passes through a specific passing area. The pachinko gaming machine 10 may be a gaming machine in which a jackpot game starts when a gaming ball enters a predetermined ball entrance. The pachinko gaming machine 10 does not need to be provided with a high probability state.

[0159] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Appendix 1) A gaming machine comprising: a display means; a frame body that detachably holds a gaming board; a first movable part to which a first action is applied; and a second movable part to which a second action is applied, wherein the frame body has an operation part that has a movable part that can be moved in response to an external force associated with an operation by a player, the first movable part is located farther from the operation part than the second movable part, and the first movable part covers a portion of the display means when the first action is applied, while the second movable part does not cover a portion of the display means when the second action is applied.

[0160] (Appendix 2) A gaming machine as described in Appendix 1, in which the operation of the first movable part suggests or notifies whether the second movable part will operate, and when the second movable part operates, the expectation of a win is higher than when the second movable part does not operate.

[0161] (Appendix 3) A gaming machine as described in Appendix 2, wherein the timing at which the second movable part operates after the first movable part operates includes a first timing and a second timing that is later than the first timing.

[0162] (Appendix 4) A gaming machine described in any one of Appendices 1 to 3, in which the presentation mode can be changed by operating the operating unit, and the presentation mode cannot be changed while the first movable part is operating and while the second movable part is operating.

[0163] (Supplementary Note 5) The gaming machine according to any one of Supplementary Notes 1 to 4, wherein the first action and the second action are the same action or different actions. (Supplementary Note 6) A gaming machine as described in any one of Supplementary Notes 1 to 5, in which it can be reliably recognized that a jackpot has been hit when the second movable part operates.

[0164] (Supplementary Note 7) The gaming machine according to any one of Supplementary Notes 1 to 6, wherein the operation unit is a launch handle. (Supplementary Note 8) The gaming machine according to any one of Supplementary Notes 1 to 7, wherein the operation unit is a presentation operation unit.

[0165] (Appendix 9) A gaming machine described in any one of Appendices 1 to 8, in which when power is turned on after being cut off while the first movable part is operating, the first movable part operates and the second movable part operates. [Explanation of symbols]

[0166] 10... Pachinko game machine 40... Main control board 41... CPU 50... Sub-control board 51... CPU D1... First operation device D1a... First operation member D2... Second operation device D2a... Second operation member E1a... First movable member E2a... Second movable part HD... Launch handle HDa... Launch operation member YB... Game board W... Frame body

Claims

1. A display means; A frame body that detachably holds the game board; A first movable portion to which a first action is applied; A second movable portion to which a second action is applied, The frame has an operation unit, the operation unit having a movable part that can be moved in response to an external force caused by an operation by a player, the first movable portion is located farther from the operation portion than the second movable portion, A gaming machine characterized in that the first movable part covers a portion of the display means when the first action is applied, while the second movable part does not cover a portion of the display means when the second action is applied.

2. The operation of the first movable part suggests or notifies whether the second movable part will operate, 2. The gaming machine according to claim 1, wherein when the second movable portion is in motion, the probability of winning is higher than when the second movable portion is not in motion.

3. 3. The gaming machine according to claim 2, wherein the timing at which the second movable part operates after the first movable part operates includes a first timing and a second timing that is later than the first timing.

Citation Information

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