Game machine
Patent Information
- Application Number
- JP2023130883
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-10
- Publication Date
- 2025-02-21
Smart Images

Figure 2025025772000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] A pachinko gaming machine, as an example of a gaming machine, is provided with a performance control means capable of controlling performances. The performance control means is capable of executing various performances.
[0003] For example, the pachinko gaming machine in Patent Document 1 below is provided with a speaker (sound output means) for emitting sound effects (performance sounds) and music as the game progresses, and the sound effects and music emitted from the speaker can increase the player's interest in the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-298425 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in gaming machines capable of outputting effect sounds from sound output means in order to increase the enjoyment of gaming. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises: a game control means for controlling the game state to a special game state advantageous to a player based on the establishment of a predetermined condition; A performance control means capable of executing a suggestive performance that suggests the possibility of being controlled to the special game state; In a gaming machine equipped with a sound output means capable of outputting a performance sound corresponding to the suggestive performance, The sound output means includes a first sound output means and a second sound output means, The performance control means This gaming machine is characterized in that, during the execution of the suggestive effect, the possibility of being controlled to the special game state can be suggested by the effect sound output from the first sound output means and the effect sound output from the second sound output means. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is a winning determination table, (B) is a normal game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the variation pattern of Special Chart 1. [Figure 12] This is a table for determining the variation pattern of Special Chart 2. [Figure 13]This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 18] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object effect. [Figure 22] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 10 is a flowchart of a main control process. [Figure 24] 10 is a flowchart of a main-side timer interrupt process. [Figure 25] 10 is a flowchart of a sub-control main process. [Figure 26] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 28] 1 is a perspective view of a gaming machine according to a first embodiment. [Figure 29] FIG. 1 is a front view of a gaming machine according to a first embodiment. [Figure 30] FIG. 2 is a plan view of the lower decorative body of the gaming machine of the first embodiment. [Figure 31] FIG. 2 is a perspective view of a second normal button (hemispherical button unit) of the first embodiment. [Figure 32] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board side of the first embodiment. [Figure 33] 1 is a jackpot game control table according to the first embodiment. [Figure 34](A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a jackpot in the first embodiment, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a miss with a reach in the first embodiment, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a miss without a reach in the first embodiment. [Figure 35] 3A and 3B are diagrams illustrating a volume image area and a light intensity image area in the first embodiment. [Figure 36] (A) to (E) are diagrams showing how a volume image is displayed, and (F) to (J) are diagrams showing how a light intensity image is displayed. [Figure 37] A figure showing how a volume image is displayed when the special chart variation display of the first embodiment is being performed. [Figure 38] A figure showing how a volume image is displayed when the special chart variation display of the first embodiment is being performed. [Figure 39] A figure showing how a light intensity image is displayed when the special chart variation display of the first embodiment is being performed. [Figure 40] A figure showing how a light intensity image is displayed when the special chart variation display of the first embodiment is being performed. [Figure 41] A figure showing how a volume image and a light intensity image are displayed when the special chart variation display of the first embodiment is being performed. [Figure 42] This is a timing chart showing the timing of executing a mini character preview and a logo background preview in the first embodiment. [Figure 43] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 44] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 45] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 46] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 47] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 48] A figure for explaining the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 49] This is a diagram showing how a mini character preview is executed in the special chart change performance of the first embodiment. [Figure 50] This is a diagram showing how a mini character preview is executed in the special chart change performance of the first embodiment. [Figure 51] This is a diagram showing how the LOGO background announcement is executed in the special chart change performance of the first embodiment. [Figure 52] This is a diagram showing how the LOGO background announcement is executed in the special chart change performance of the first embodiment. [Figure 53] This is a diagram showing how mini character previews and logo background previews are executed in the special chart change performance of the first embodiment. [Figure 54] 10 is a flowchart of a received command analysis process according to the first embodiment. [Figure 55] 10 is a flowchart of the variable performance start processing of the first embodiment. [Figure 56] This is a mini character prediction lottery table based on the special chart 1 variation pattern in the non-time-saving state. [Figure 57] This is a logo background prediction lottery table based on the special chart 1 variation pattern in the non-time-saving state. [Figure 58] (A) is a jackpot determination table of the second embodiment, (B) is a jackpot symbol type determination table of the second embodiment, and (C) is a reach determination table of the second embodiment. [Figure 59] 10 is a jackpot game control table according to the second embodiment. [Figure 60](A) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the second embodiment and in the case of a jackpot, (B) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the second embodiment and in the case of a miss with a reach, and (C) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the second embodiment and in the case of a miss without a reach. [Figure 61] 10 is a timing chart showing the light emission of the second frame lamp and the light source unit of the second embodiment. [Figure 62] 10 is a timing chart showing the light emission of the second frame lamp and the light source unit of the second embodiment. [Figure 63] 10 is a timing chart showing the light emission of the second frame lamp and the light source unit of the second embodiment. [Figure 64] FIG. 10 is a diagram showing how the big win confirmation effect of the second embodiment is executed. [Figure 65] FIG. 10 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 66] A figure showing how the special chart change performance of the second embodiment is executed. [Figure 67] FIG. 10 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 68] FIG. 10 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 69] FIG. 10 is a diagram showing how the revival effect of the second embodiment is executed. [Figure 70] 10 is a flowchart of a received command analysis process according to the second embodiment. [Figure 71] 10 is a flowchart of a round effect selection process according to a second embodiment. [Figure 72] 10 is a flowchart of an ending effect selection process according to the second embodiment. [Figure 73] This is a lottery table for determining a jackpot based on the special chart 1 variation pattern in the non-time-saving state of the second embodiment. [Figure 74] This is a round effect pattern selection lottery table when the probability variable effect mode of the second embodiment is set. [Figure 75] This is an ending effect selection lottery table when the probability variation effect mode of the second embodiment is set. [Figure 76] FIG. 11 is a vertical cross-sectional view of a game board according to a third embodiment. [Figure 77] FIG. 77 is a perspective view showing the transmission liquid crystal image display device and the rear image display device of the third embodiment shown in FIG. 76. [Figure 78] FIG. 78 is an exploded perspective view of the transmissive liquid crystal image display device of the third embodiment shown in FIG. 77. [Figure 79] (A) is a diagram showing a daytime normal background image being displayed on the rear image display device when no special image is being displayed on the transmissive LCD image display device of the third embodiment, and (B) is a diagram showing a daytime normal background image being displayed on the rear image display device when a blackout image is being displayed on the transmissive LCD image display device of the third embodiment. [Figure 80] FIG. 11 is a block diagram showing the electrical configuration of the sub-control board side of the third embodiment. [Figure 81] 10 is a flowchart of a special operation process according to a third embodiment. [Figure 82] 13 is a flowchart of a special symbol standby process according to the third embodiment. [Figure 83] 11 is a flowchart of a 10 ms timer interrupt process according to the third embodiment. [Figure 84] 10 is a flowchart of a table creation process according to the third embodiment. [Figure 85] (A) is an excerpt from the allocation table for mini character announcements corresponding to the N miss fluctuation and N jackpot fluctuation in the third embodiment, (B) is an excerpt from the allocation table for mini character announcements corresponding to the L miss fluctuation and L jackpot fluctuation in the third embodiment, and (C) is an excerpt from the allocation table for mini character announcements corresponding to the SP miss fluctuation and SP jackpot fluctuation in the third embodiment. [Figure 86](A) is an excerpt from the distribution table of the LOGO background announcement corresponding to the N miss fluctuation and N jackpot fluctuation in the third embodiment, (B) is an excerpt from the distribution table of the LOGO background announcement corresponding to the L miss fluctuation and L jackpot fluctuation in the third embodiment, and (C) is an excerpt from the distribution table of the LOGO background announcement corresponding to the SP miss fluctuation and SP jackpot fluctuation in the third embodiment. [Figure 87] 11 is a flowchart of a performance setting process according to a third embodiment. [Figure 88] 10 is a flowchart of the preview performance selection process of the third embodiment. [Figure 89] 10 is a flowchart of the preview performance selection process of the third embodiment. [Figure 90] (A) is the first normal button operation effect lottery table of the third embodiment, (B) is the second normal button operation effect lottery table of the third embodiment, and (C) is the special button operation effect lottery table of the third embodiment. [Figure 91] A figure showing how the performance settings are made in the special chart change performance of the third embodiment. [Figure 92] A figure showing how a mini character announcement is executed in the special chart change performance of the third embodiment. [Figure 93] A figure showing how the LOGO background announcement is executed in the special chart change performance of the third embodiment. [Figure 94] A figure showing the period during which the preview effect can be set and the period during which button operation is valid in the third embodiment. [Figure 95] A figure showing the period during which the preview effect can be set and the period during which button operation is valid in the third embodiment. [Figure 96] A figure showing the period during which the preview effect can be set and the period during which button operation is valid in the third embodiment. [Figure 97] A figure showing the period during which the preview effect can be set and the period during which button operation is valid in the third embodiment. [Figure 98] A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 99]A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 100] A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 101] FIG. 13 is a diagram showing how effect settings are made for the automatic button mode in the fourth embodiment. [Figure 102] 13 is a flowchart of a performance setting process according to a fourth embodiment. [Figure 103] A figure showing the period during which the preview performance can be set and the period during which button operation is valid in the fourth embodiment. [Figure 104] A figure showing the period during which the preview performance can be set and the period during which button operation is valid in the fourth embodiment. [Figure 105] A figure showing the period during which the preview performance can be set and the period during which button operation is valid in the fourth embodiment. [Figure 106] A figure showing how the performance settings are made in the special chart change performance of the fourth embodiment. [Figure 107] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 108] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 109] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 110] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 111] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 112] FIG. 10 is a front view of a gaming machine according to a fifth embodiment. [Figure 113] FIG. 11 is a block diagram showing the electrical configuration of the sub-control board side of the fifth embodiment. [Figure 114] FIG. 13 is a diagram for explaining the presentation mode of the awakening chance presentation in the fifth embodiment. [Figure 115] This is a special diagram 1 fluctuation pattern determination table for the non-time-saving state in the fifth embodiment. [Figure 116] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a jackpot in the fifth embodiment, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a miss with a reach in the fifth embodiment, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a non-time-saving state and a miss without a reach in the fifth embodiment. [Figure 117] FIG. 13 is a diagram for explaining the output timing of the awakening chance sound effect in the awakening chance presentation of the first presentation mode of the fifth embodiment. [Figure 118] A figure to explain the output timing of the awakening chance sound effect in the awakening chance presentation of the second presentation mode of the fifth embodiment. [Figure 119] A figure to explain the output timing of the awakening chance sound effect in the awakening chance presentation of the third presentation mode of the fifth embodiment. [Figure 120] A figure to explain the output timing of the awakening chance sound effect in the awakening chance presentation of the fourth presentation mode of the fifth embodiment. [Figure 121] A figure showing how an awakening chance effect is executed in the special chart change effect of the fifth embodiment. [Figure 122] A figure showing how an awakening chance effect is executed in the special chart change effect of the fifth embodiment. [Figure 123] A figure showing how an awakening chance effect is executed in the special chart change effect of the fifth embodiment. [Figure 124] FIG. 13 is a diagram for explaining the presentation mode of the awakening chance presentation in a modified example of the fifth embodiment. [Figure 125] This is a special diagram 1 fluctuation pattern determination table for the non-time-saving state of a modified example of the fifth embodiment. [Figure 126](A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a modified example of the fifth embodiment in which the time is not shortened and there is a jackpot, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a modified example of the fifth embodiment in which the time is not shortened and there is a miss with a reach, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a modified example of the fifth embodiment in which the time is not shortened and there is a miss with no reach. [Figure 127] A figure for explaining the output timing of the awakening chance sound effect in the awakening chance presentation of the fifth presentation mode of the modified example of the fifth embodiment. [Figure 128] FIG. 10 is a diagram for explaining the output timing of the awakening chance sound effect in the awakening chance presentation of the sixth presentation mode in the modified example of the fifth embodiment. [Figure 129] FIG. 10 is a diagram for explaining the output timing of the awakening chance sound effect in the awakening chance presentation of the seventh presentation mode of the modified example of the fifth embodiment. [Figure 130] FIG. 10 is a diagram for explaining the output timing of the awakening chance sound effect in the awakening chance presentation of the eighth presentation mode of the modified example of the fifth embodiment. [Figure 131] A figure showing how an awakening chance effect is executed in a special chart change effect in a modified example of the fifth embodiment. [Figure 132] A figure showing how an awakening chance effect is executed in a special chart change effect in a modified example of the fifth embodiment. [Figure 133] A figure showing how an awakening chance effect is executed in a special chart change effect in a modified example of the fifth embodiment. [Figure 134] This is a special chart 2 fluctuation pattern determination table for the time-saving state in the sixth embodiment. [Figure 135] (A) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the sixth embodiment and in the case of a jackpot, (B) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the sixth embodiment and in the case of a miss with a reach, and (C) is a table showing the allocation rate of the special chart 2 variation pattern selected in the time-saving state of the sixth embodiment and in the case of a miss without a reach. [Figure 136] 10 is a jackpot game control table according to the sixth embodiment. [Figure 137] A diagram for explaining the timing of opening the first large prize opening and the timing of displaying the first explosion video in the sixth embodiment. [Figure 138] A figure showing how the special chart change effect and jackpot game effect of the sixth embodiment are executed. [Figure 139] A figure showing how the special chart change effect and jackpot game effect of the sixth embodiment are executed. [Figure 140] A diagram for explaining the timing of opening the second large prize opening and the timing of displaying the second explosion video in a modified example of the sixth embodiment. [Figure 141] A figure showing how the special chart change presentation and the jackpot game presentation are executed in a modified example of the sixth embodiment. [Figure 142] 13 is a round effect pattern selection lottery table according to a modified example of the sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] A basic embodiment of the gaming machine of the present invention will be specifically described below with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will generally be omitted. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0010] 1. Structure of the gaming machine A pachinko gaming machine PY1, which is a basic embodiment of the gaming machine of the present invention, will be described below. First, the structure of the pachinko gaming machine PY1 will be described using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0011] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 further includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m that is rotatably supported on the gaming board mounting frame 2A via hinges 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can see the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the playing area 6 can be seen from the front of the pachinko gaming machine PY1.
[0012] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The normal button 40 is composed of, for example, a button with a depression surface, a lever with a grip, etc. In addition, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 (operation means) is composed of, for example, a button with a depression surface, a lever with a grip, etc.
[0014] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0015] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0016] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.
[0017] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.
[0018] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11 (a predetermined ball entry opening), the second start opening 12, the general prize opening 10, the gate 13, the first big prize opening 14, and the second big prize opening 15, which will be described later.
[0019] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.
[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchanging). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, described below; hereinafter referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position, making it impossible or extremely difficult for a gaming ball to enter the second starting hole 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position, making it possible for a gaming ball to enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is a gaming ball able to enter the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, when the second starting hole 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D is open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D is closed."
[0022] The entry of a gaming ball into the second starting hole 12 triggers the lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining the special symbol 2-related random number described below: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. In addition, when a gaming ball enters the second starting hole 12, a predetermined number of gaming balls (for example, four) are paid out as prize balls.
[0023] In addition, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.
[0025] In addition, the gaming area 6 is provided with a first special prize device 14D (hereinafter also referred to as "normal AT 14D") in which a first special prize opening 14 into which gaming balls can enter is formed.
[0026] The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize winning opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, making it impossible or extremely difficult for a gaming ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a gaming ball to enter the first large prize winning opening 14. In this way, a gaming ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first large prize winning opening 14, a predetermined number of gaming balls (e.g., 14) are paid out as prize balls.
[0027] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0028] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15, making it impossible or extremely difficult for a gaming ball to enter the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for a gaming ball to enter the second large prize opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning hole 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.
[0029] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.
[0030] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0031] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage-blocking state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is impossible or extremely difficult for the game ball to pass through the specific area 16, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0033] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round of play (for example, 10 rounds), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state.
[0034] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0035] It is possible to provide only one of the first special prize winning device 14D and the second special prize winning device 15D, as long as it does not interfere with the game.
[0036] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with an illuminating board lamp 54.
[0037] The play area 6 through which the game ball can flow can be divided into a left play area (first play area) on the left side of the center in the left-right direction, and a right play area (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area is called a "right hit." In the pachinko game machine PY1, the flow path through which the game ball can flow when launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.
[0038] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. Meanwhile, a second start opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.
[0039] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0040] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.
[0041] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lotteries. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.
[0042] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then displayed stationary. The stationary special symbol (stationary special symbol, special symbol derived and displayed as a result of the display of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stationary special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened.
[0043] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.
[0044] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).
[0045] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (examples of numerical information and judgment information) for conducting special drawing lottery and the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Note that, hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Here, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (for example, 4) can be set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. Note that, hereinafter, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation numbers." In addition, special drawing 1-related random numbers and special drawing 2-related random numbers are collectively referred to as "special drawing-related random numbers."
[0046] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after a gaming ball enters the first or second starting slot 11 or 12—specifically, if a prize is won while the variable display of the special symbol is being performed or during a jackpot game—the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. Note that the "predetermined condition" is the acquisition of various random numbers (examples of numerical information or judgment information) for conducting the special symbol lottery, etc., when a gaming ball enters the first or second starting slot 11 or 12. The reserved special symbol stored in the reserved special symbol memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol refers to determining the special symbol-related random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the result of the determination.
[0047] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.
[0048] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0049] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.
[0050] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0051] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106, which will be described later, on the condition that the normal symbol variable display or auxiliary game is not being executed. It is possible to set an upper limit (for example, four) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number."
[0052] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.
[0053] The image display device 50 is provided with a display unit 50a (display unit) that is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is capable of displaying patterns and the like.
[0054] The above-board movable device 55 is disposed in front of the display unit 50a, is movable along the display unit 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed in front of the display unit 50a, is movable along the display unit 50a, and includes a decorated below-board movable body 56k.
[0055] 5A shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see. In the basic embodiment, when the drive sources of the movable devices 55, 56, and 58 are driven, the movable bodies are moved, and the moving sounds (e.g., clatter) generated by these movements can be audibly recognized. In addition, in the basic embodiment, a vibration motor is provided in an operable input device (normal button 40, special button 41, etc.), and when the vibration motor is driven and hits a vibration motor housing that houses the vibration motor, the input device (normal button 40, special button 41, etc.) vibrates (not shown). The vibration sound generated by the vibration of this input device (normal button 40, special button 41, etc.) can also be recognized auditorily. The movable sound in the basic embodiment includes the vibration sound generated when the vibration motor is driven and the input device (normal button 40, special button 41, etc.) vibrates.
[0056] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.
[0057] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6 to 7. As shown in Figures 6 to 7, the pachinko gaming machine PY1 is provided with a game control board (hereinafter referred to as the "main control board") 100 that controls game profits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states to be described later, regular symbol lottery, variable display of regular symbols, and supplementary games, a presentation control board (hereinafter referred to as the "sub-control board") 120 that controls presentations such as game presentations (special symbol variation presentations (judgment result suggestion presentations), hold presentations, jackpot game presentations) according to the progress of the game by the main control board 100, customer waiting presentations, and operation promotion presentations that prompt operation during a period (operation valid period) when operation of the normal button 40 or the special button 41 is valid, and a payout control board 170 that controls payout of game balls, etc., located further behind the image display device 50 on the gaming board 1. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120, together with the image control board 140, lamp control circuit 151, and audio control circuit 161 described below, can be positioned as a performance control unit that controls the performance. The performance control unit only needs to be equipped with at least the sub-control board 120 and be able to control game performance, customer waiting performance, and operation prompt performance using performance means (image display device 50, speaker 52 (output means), frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0058] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power to the pachinko gaming machine PY1 is interrupted. A power switch 191 is also connected to the power supply board 190. The power supply is turned on or off by turning the power switch 191 on or off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0059] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0060] The gaming ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external. The gaming RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0061] The main control board 100 also includes a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the gaming CPU 102 to clear the information stored in the gaming RAM 104.
[0062] The main control board 100 is connected to various sensors MS and various actuators MA via predetermined relay boards (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0063] The various sensors MS connected to the main control board 100 include a first start gate sensor that detects game balls that have entered the first start gate 11, a second start gate sensor that detects game balls that have entered the second start gate 12, a general prize gate sensor that detects game balls that have entered the general prize gate 10, a gate sensor that detects game balls that have passed through the gate 13, a first large prize gate sensor 14a that detects game balls that have entered the first large prize gate 14, a second large prize gate sensor 15a that detects game balls that have entered the second large prize gate 15, a specific area sensor 16a that detects game balls that have passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects game balls that have passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal to the main control board 100 according to the detection content. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0064] Furthermore, the various actuators MA connected to the main control board 100 include an electric chute solenoid that drives electric chute opening / closing member 12k of electric chute 12D, a first large prize opening solenoid that drives normal AT opening / closing member 14k of first large prize device 14D, a second large prize opening solenoid that drives VAT opening / closing member 15k of second large prize device 15D, and a distribution solenoid 16s that drives distribution member 16k of distribution device 16D. Note that the type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0065] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0066] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0067] Based on signals from the game control microcomputer 101 and signals from the connected card unit CU, the payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or loan ball payout device 74. The number of game balls to be paid out is output to the payout control board 170.
[0068] The launching device 72 is also provided with a touch switch capable of detecting contact of a player or other person with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives a launch solenoid so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.
[0069] Furthermore, the main control board 100 transmits various commands containing information related to the game to the sub-control board 120 as the game progresses. The sub-control board 120 can grasp the progress of the game (the content of game control) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the sub-control board 120 as a means for restricting the direction of communication.
[0070] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the sub-control board 120. The performance control microcomputer 121 (performance control means) includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0071] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc. The performance ROM 123 may be external.
[0072] The sub-control board 120 also includes a presentation I / O port 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the sub-control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).
[0073] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows signals to be transmitted both from the sub-control board 120 to the image control board 140 and from the image control board 140 to the sub-control board 120.
[0074] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).
[0075] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0076] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0077] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.
[0078] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the sub-control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may be stored in the image ROM 142 of the image control board 140.
[0079] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.
[0080] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a, 41a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0081] The various actuators SA connected to the sub-control board 120 include motors that drive the above-board movable device 55, the below-board movable device 56, the frame movable device 58, and input devices (normal buttons 40, special buttons 41, etc.), and by driving the motors, it is possible to make each movable device perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0082] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0083] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.
[0084] 3. Main games played on gaming machines Next, the main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0085] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through gate 13, pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal map includes winning and losing patterns. Note that the losing normal map patterns are also called "losing normal maps" to distinguish them from the losing special map patterns described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through gate 13 ends. In addition, hereinafter, when a game ball passes through gate 13 when the variable normal map display or auxiliary game is not being performed, it is referred to as "the establishment of the normal map variation start condition."
[0086] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol variation start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 8(A). Regular symbol random numbers are random numbers (determination information) used to determine whether a win has occurred. Each random number has an appropriate range.
[0087] 3-1-1. Hit detection The hit determination is a determination to determine whether or not a win has occurred (whether or not a supplementary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (a non-time-saving hit determination table) and a hit determination table used in the time-saving state (a time-saving hit determination table). In each hit determination table, a determination value of the normal symbol random number (normal symbol random number value) is assigned to the hit determination result, which is a win or a miss. Therefore, the pachinko gaming machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether or not a win has occurred. Then, based on the hit determination result, a normal symbol variation pattern determination is performed to perform a variable display of the normal symbol. If the hit determination result is a win, the winning symbol is basically displayed stationary in the variable display of the normal symbol. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed as a static image on the variable display of the normal map. Also, the probability of winning can be changed as appropriate.
[0088] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination to determine the map fluctuation pattern using one or more map fluctuation pattern determination tables as shown in Figure 9(B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.
[0089] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table used in a non-time-saving state (non-time-saving normal map fluctuation pattern determination table) and a normal map fluctuation pattern determination table used in a time-saving state (time-saving normal map fluctuation pattern determination table).
[0090] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.
[0091] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).
[0092] The auxiliary game includes various elements that make up the auxiliary game (auxiliary game components), such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko gaming machine PY1 controls the auxiliary game using one or more auxiliary game control tables, such as those shown in FIG. 9(C), based on the game state. The auxiliary game control tables are associated with the game state. Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.
[0093] The pachinko gaming machine PY1 can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-shortened state and the auxiliary game in the time-shortened state. For example, in the auxiliary game in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (e.g., 0.08 seconds)). Note that, hereinafter, the auxiliary game in the non-time-shortened state is also referred to as a "short-open auxiliary game." Also, in the auxiliary game in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (e.g., 3.00 seconds)) that is longer than the first opening time. Note that, hereinafter, the auxiliary game in the time-shortened state is also referred to as a "long-open auxiliary game."
[0094] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.
[0095] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.
[0096] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0097] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and makes various judgments about the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol variation pattern random numbers are random numbers used to make special symbol variation pattern judgments. Each random number has an appropriate range. The random numbers are also sometimes called judgment information.
[0098] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables such as those shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0099] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 compares the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.
[0100] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits given to the player.
[0101] The jackpot symbol type determination table can be associated with the type of special symbol that is variably displayed, in other words, the type of starting gate from which the winning that resulted from the jackpot symbol type determination (that generated the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0102] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Also, the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0103] For example, as shown in Figure 10(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol X and 50% for jackpot symbol Y, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol Z. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.
[0104] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described below when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).
[0105] The reach determination table can be associated with the game state. That is, it is possible to distinguish between a reach determination table used in a non-time-shortening state (a reach determination table for non-time-shortening) and a reach determination table used in a time-shortening state (a reach determination table for time-shortening).
[0106] In each reach determination table, reach random number determination values (reach random number values) are assigned to the reach determination results of "reach (reach occurs)" and "not reach (reach does not occur)." Therefore, the pachinko gaming machine PY1 checks the acquired reach random number against the reach determination table to determine whether or not there is a reach (whether or not there is a reach). As shown in FIG. 10(C), it is possible to set different reach random number values for determining "reach (reach occurs)" between the non-time-saving reach determination table and the time-saving reach determination table. Note that, hereinafter, "reach (reach occurs)" which is performed on the assumption that the result of the jackpot determination is a "miss" is referred to as "reach with miss," and "not reach (reach does not occur)" is sometimes referred to as "no reach with miss."
[0107] 3-2-4. Special chart changes The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using one or more special symbol variation pattern determination tables (special symbol variation pattern determination tables) as shown in Figures 11 and 12, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation described below. Note that the special symbol variation pattern can include identification information regarding the results of the jackpot determination and the reach determination, in addition to the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation. It is possible to use multiple types of special symbol variation patterns, each with different identification information, as the special symbol variation pattern, and the number of such patterns can be changed as appropriate.
[0108] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display to be determined, in other words, the type of starting gate where the winning that resulted from the special symbol variation pattern determination was made. In other words, as the special symbol variation pattern determination table, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 11) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 12).
[0109] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between a special chart 1 fluctuation pattern determination table used in a non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and a special chart 1 fluctuation pattern determination table used in a time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, for the special chart 2 fluctuation pattern determination table, it is similarly possible to distinguish between a special chart 2 fluctuation pattern determination table used in a non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and a special chart 2 fluctuation pattern determination table used in a time-saving state (special chart 2 fluctuation pattern determination table for time-saving). It is not necessary to separate the special chart fluctuation pattern determination tables for each game state.
[0110] In addition, each special symbol variation pattern determination table associated with a game state can also be associated with a jackpot determination result, a jackpot symbol type determination result, or a reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc.
[0111] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 0 to 2 and a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 0 to 2 and a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 3 to 4.
[0112] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.
[0113] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.
[0114] As shown in the rightmost columns of the tables in Figures 11 and 12, the special chart variation patterns are sometimes given names in association with the special chart (jackpot determination result) and the content of the special chart variation effect. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, which is a type of reach, occurs among a reach-and-miss is called an "SP miss variation," a special chart variation pattern in which an L reach, which is a type of reach, occurs among a reach-and-miss is called an "L miss variation," a special chart variation pattern in which a reach-and-miss ends with an N reach (normal reach effect), which is a type of reach, is called an "N miss variation," and a special chart variation pattern related to a miss without a reach is called a "normal miss variation."
[0115] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination using one or more look-ahead determination tables as shown in FIG. 13 based on the acquired special symbol-related random numbers. Look-ahead determinations include, for example, determining whether a special symbol random number is determined to be a jackpot in a jackpot determination, determining which jackpot symbol type a jackpot symbol type a jackpot symbol type random number is determined to be, and determining which special symbol variation pattern a special symbol variation pattern random number is determined to be in a special symbol variation pattern determination. The look-ahead determination table can be associated with the type of start gate associated with the start winning. In other words, the look-ahead determination table can be distinguished between a look-ahead determination table (first look-ahead determination table) for when a winning ball enters the first start gate 11 and a look-ahead determination table (second look-ahead determination table) for when a winning ball enters the second start gate 12.
[0116] The look-ahead determination table can also be associated with the game state. That is, it is possible to distinguish between a look-ahead determination table used in a non-time-saving state (non-time-saving look-ahead determination table) and a look-ahead determination table used in a time-saving state (time-saving look-ahead determination table).
[0117] That is, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to change as appropriate what judgments are included in the look-ahead judgment.
[0118] 3-3. Jackpot games Next, we will explain the jackpot game. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (in a predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."
[0119] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) opens during each round of play, the type of jackpot opening port and its opening time (opening pattern), the time it remains closed until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol is displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables such as those shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as jackpot games.
[0120] 14, from the first round to the tenth round, a round game is played in which the first major prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first major prize opening 14 is open for a maximum of 0.1 seconds. Then, in the tenth round (final round), a round game is played in which the second major prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second major prize opening 15 is open for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the major prize opening sensor, the round game is ended even before the maximum opening time of the major prize openings 14, 15 has elapsed.
[0121] The number of times and duration of each element can be changed as appropriate. The jackpot game can be played using both the first jackpot slot 14 and the second jackpot slot 15, or using only one of them.
[0122] Here, the specific area 16 will be described in detail. The specific area 16 is controlled by the distribution member 16k to assume a closed state in which a prize cannot be won and an open state in which a prize can be won. Therefore, the operating mode of the distribution member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k will also be referred to as the "opening / closing mode of the specific area 16." In this way, the distribution member 16k is controlled in a certain operating mode (the specific area 16 is in a certain opening / closing mode). The difficulty (ease) of allowing a gaming ball to enter the specific area 16 in a jackpot game is set by combining the certain operating mode of the distribution member 16k (the certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game. Hereinafter, the open state of the specific area 16 will also be referred to as the "V-open state."
[0123] For 15 seconds after the second large prize opening begins to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. In this way, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distributing member 16k operate in a first opening pattern (V-long opening pattern) that makes it easy for the gaming ball to pass through the specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distributing member 16k operate in a second opening pattern (V-short opening pattern) that makes it difficult or impossible for the gaming ball to pass through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-long opening pattern is called a "V-long jackpot." On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-short opening pattern is called a "V-short jackpot."
[0124] 3-4. Game status Next, the game states will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state (advantageous game state)," and a "jackpot game state." The "low-probability low base game state" can be abbreviated as a "low-probability low base state," the "low-probability high base game state" as a "low-probability high base state," the "high-probability low base game state" as a "high-probability low base state," and the "high-probability high base game state" as a "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-saving state and a time-saving state. The jackpot gaming state corresponds to a "special gaming state, advantageous gaming state."
[0125] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a state that is more advantageous to the player than the normal probability state. When the pachinko gaming machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. The high probability state can be switched from the high probability state to the normal probability state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0126] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.00 seconds) than in a non-time-saving state (e.g., 0.08 seconds). In addition, in the time-saving state, a special symbol variation pattern determination table can be used to determine the special symbol variation pattern, which is determined so that a special symbol variation pattern with a shorter special symbol variation time is selected more frequently than in a non-time-saving state (see Figures 11 and 12). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be stored as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.
[0127] In addition, the time-saving state can make it easier for the normal map variation time to be shorter than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state. Therefore, the time-saving state has more normal map lottery executions per unit time.
[0128] In addition, the time-saving state can be more likely to be determined as a hit in the hit determination than the non-time-saving state. For example, in the time-saving state, a hit is determined with a higher probability (e.g., 59936 / 65536) than the probability of a hit being determined in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state has a higher number of hits determined in the hit determination per unit time.
[0129] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing the number of game balls they have. Therefore, it can be said that the time-saving mode is more advantageous to players than the non-time-saving mode.
[0130] When the pachinko gaming machine PY1 is first powered on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. The time-shortening state can be changed from the time-shortening state to the non-time-shortening state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0131] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. There are three points about the game related to the normal map that are set to be advantageous to the player. However, these points that are set to be advantageous to the player may be only a part of them.
[0132] The gaming state after the pachinko gaming machine PY1 is first turned on is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called a "normal gaming state (disadvantageous gaming state)." In the "jackpot gaming state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the gaming states described above.
[0133] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0134] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0135] The customer waiting mode can be set when the special symbol variation effect is not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a mode indicating a standby state in which the special symbol variation effect is not being performed. The customer waiting effect is performed when the customer waiting mode is set. In the customer waiting effect, for example, as shown in FIG. 16(A-1), a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the effects of the pachinko gaming machine PY1 is displayed, as shown in FIG. 16(A-2). The effect settings include the volume setting for the sound output from the speaker 52, the brightness setting for the display unit 50a ("light intensity setting"), and the frequency setting for the effects to be executed ("effect setting").
[0136] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation mode includes, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-3), and can be switched based on one condition: the special symbol variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0137] The probability variable presentation mode (space mode) is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 16 (B-4), a background image representing space (probability variable background image G105) is displayed on the display unit 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is established in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is established. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display unit 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0138] The time-saving presentation mode (empty mode) is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low probability, high base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a first stage of time-saving presentation mode before a reach is achieved in the special symbol variation presentation, and a second stage of time-saving presentation mode after the reach is achieved. In the first stage of time-saving presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the second stage of time-saving presentation mode, a dedicated background image corresponding to the type of reach is displayed.
[0139] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 16(C-1), the display unit 50a displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit." During a round of a jackpot game, as shown in FIG. 16(C-2), the display unit 50a displays a round presentation in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 16(C-3), the display unit 50a displays a jackpot ending presentation in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 indicating the total number of prize balls paid out are displayed.
[0140] The types of presentation modes can be changed or added as appropriate.
[0141] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the variable display of the special symbol begins, the pachinko gaming machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display unit 50a displays a variation of the effect symbol superimposed on a predetermined background image. The effect symbol is composed of, for example, numeral symbols 1 to 9, and in the variable display of the effect symbol, the effect symbol varies with the start of the variable display of the special symbol and stops with the end of the variable display of the special symbol. In other words, after the variable display of the effect symbol is performed for the special symbol variation time, the variation stops and the effect symbol is displayed as a still image. The result of the special symbol lottery is then announced by the still image of the effect symbol.
[0142] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.
[0143] 4-2-1.Performance pattern display area As shown in Figure 17(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation. Similarly, the center display area 50b2 and the right display area 50b3 are areas that display the center display area EZ2 and the right display area EZ3.
[0144] 17(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when variable display of special symbols is performed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0145] In Figure 17(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0146] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.
[0147] When the variable display of the special symbol starts, for example, as shown in Fig. 17(A), on the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are displayed in a static state, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are displayed in a static state, and the variable display of the special symbol is not performed, and from a state in which the variable display of the special symbol is waiting, as shown in Fig. 17(B), with the start, the variable display of the effect symbols EZ1, EZ2, and EZ3 begins, and the variable display of the small symbols KZ1, KZ2, and KZ3 begins. Note that "↓" in Fig. 17 indicates that the variable display of the symbol is in progress. Then, when the special symbol variation pattern of the variable display of this special symbol is, for example, "normal miss variation," as shown in Figure 17(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 17(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not the same. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is a special symbol variation pattern with a reach, such as "N miss variation," as shown in Figure 17 (C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping mode (so-called reach eyes), and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. Note that the stopping order and stopping mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0148] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.
[0149] In the case of an N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 18(B), the fluctuation speed of the center effect symbol EZ2 gradually slows down. When the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N miss fluctuation," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping mode suggesting a reach miss (a so-called reach miss), as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a reach miss. There are several types of stopping modes suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same but the center symbol is different from the left and right symbols. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "N jackpot variation," the symbol is displayed in a stop mode (so-called double numbers) that suggests a jackpot, as shown in Figure 18 (C-2). There are several types of stop modes that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode that suggests a jackpot. Note that the effects of the N reach are not limited to the gradual deceleration of the center effect symbol EZ2, and can be changed or added as appropriate.
[0150] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.
[0151] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a special SP reach effect (e.g., a battle effect) is performed. Then, when the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 19(C-1), an effect suggesting a jackpot (e.g., a display showing the main character rejoicing after winning the battle) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stop mode suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode suggesting a jackpot. On the other hand, when the special chart variation pattern of the variable display of the special chart is, for example, "SP Miss Variation," as shown in FIG. 19 (C-2), an effect suggesting a miss (for example, a display in which the enemy character is happy about winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.
[0152] Here, we will explain in detail the possibility (jackpot expectation) of the effect symbols EZ1, EZ2, and EZ3 for each reach stopping in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, if SP Reach A and SP Reach B are executable as SP reaches, and the execution probability of SP Reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP Reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot determination.
[0153] 4-3. Hold icon display area As shown in Figure 20(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. A hold icon HA (hold display) can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 depending on the number of reserved special drawings 1 or 2. For example, if the number of reserved special drawings 1 is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of reserved special drawings 1 is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0154] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Figure 20 (A). The icon display area 50e can display the reserved icon HA or a different icon TA in response to the start of the special chart change performance. The reserved icon HA and the icon TA correspond to the "predetermined icon."
[0155] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. Also, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0156] 4-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect can notify the player of the number of special chart 1 holds or special chart 2 holds.
[0157] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 20 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation begins, as shown in Figure 20 (D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0158] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices 40, 41, etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.
[0159] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.
[0160] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display unit 50a as seen by the player, suggesting the progression to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. Then, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position), progressing to an SP reach. Note that the movable body effect is not limited to suggesting progression to an SP reach, and can be modified or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be modified or added as appropriate.
[0161] 4-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is an effect in which the player operates the normal button 40 or the special button 41, and functions as an effect to make the player expect a jackpot.
[0162] In the operation presentation, for example, in the case of an SP reach, a period (a button operation valid period) occurs during which pressing the special button 41 is valid, and with the occurrence of this button operation valid period, a presentation (a button operation prompt presentation) is performed to prompt the player to operate the special button 41, as shown in FIG. 22(A). In the button operation prompt presentation, a button operation prompt image G3 is displayed on the display unit 50a. The button operation prompt image G3 includes an image (a button image G31) that resembles the special button 41, an image (a button press operation image G32) that shows the operation mode of the special button 41 (i.e., the pressing operation), and an image (a remaining valid operation period image G33) that shows the remaining time of the button operation valid period. The remaining valid operation period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Fig. 22(B), and the on-board movable body 55k moves to overlap the display unit 50a as seen by the player, indicating the likelihood of a jackpot. Note that the operation effects are not limited to the activation of the on-board movable device 55, and can be changed or added as appropriate.
[0163] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.
[0164] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "☆" in the reserve icon display area 50d, as shown in FIG. 20(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "☆" as a so-called false effect. The pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. Furthermore, it is not limited to changing the display mode of the reserve icon HA; it can also be changed or added as appropriate. For example, it is also possible to change the stop mode of the effect symbols EZ1, EZ2, and EZ3 in the special chart variation effect.
[0165] 5. Game control by game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 (game control means) will be described with reference to Figures 23 and 24. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0166] [1. Main control main processing] When the pachinko gaming machine PY1 is powered on, the gaming control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Fig. 23 from the gaming ROM 103. As shown in the figure, the main control main processing first performs power-on processing (S001). The power-on processing performs settings such as permission to access the gaming RAM 104, settings for the gaming CPU 102, and settings for the SIO, PIO, and CTC (circuit for managing interrupt time).
[0167] Following the power-on process, interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), the counter values of the various random numbers shown in Figures 8(A) and 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0168] When the normal / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of the counter values of various random numbers by the normal / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0169] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, etc.
[0170] In the input processing (S102) that follows the output processing (S101), the game control microcomputer 101, for example, takes in a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0171] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 23. That is, the update process of the counter values of various random numbers shown in Fig. 8(A) and Fig. 8(B) is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0172] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, normal action process, and special action process will be described later.
[0173] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).
[0174] Next, the game control microcomputer 101 executes other processing (S108) and ends the main timer interrupt processing (S005). Other processing (S108) includes power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like. Also included in other processing (S108) is payout control processing for paying out prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each winning slot. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0175] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process (see FIG. 23) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main timer interrupt process (S005). In the output process (S101) of the main timer interrupt process (S005) that has been executed again, the game control microcomputer 101 outputs the commands and the like that were set in the output buffer of the game RAM 104 in the previous main timer interrupt process (S005).
[0176] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0177] In the general prize opening sensor process, it is determined whether or not a gaming ball has been detected by the general prize opening sensor, and a command for the general prize opening sensor is generated according to the result of the process.
[0178] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.
[0179] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0180] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0181] In the first special winning opening sensor process, it is determined whether or not a gaming ball has been detected by the first special winning opening sensor 14a. Also, a command for the first special winning opening sensor is generated according to the result of this process.
[0182] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor is generated according to the result of this process.
[0183] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0184] [2-2. Normal operation processing] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0185] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0186] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.
[0187] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0188] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.
[0189] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol standby process, special symbol variation process, special symbol determination process, jackpot game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0190] [2-3-1. Special pattern standby process] The special symbol standby process is a process that is performed not in a jackpot game state but during standby when the variable display of the special symbol is not being performed. In the special symbol standby process, based on the special symbol 2 related random number stored in the special symbol 2 reserve memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 reserve memory unit shift process is also performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 reserve memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 reserve memory unit shift process is also performed.
[0191] In the special symbol 2 determination process, a jackpot determination is performed to determine whether there is a jackpot or a miss using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. Furthermore, if the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.
[0192] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random numbers among the special chart 2 related random numbers stored in the first area of the special chart 2 reserve memory unit 105b and a special chart 2 variation pattern table corresponding to the current game state. The determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserve memory unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information regarding the special chart 2, information regarding the result of the jackpot determination, information regarding the result of the reach determination, information regarding the special chart variation time associated with the special chart 2 variation pattern, etc. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.
[0193] The special chart 2 reserved memory unit shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory unit shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory unit 105b are shifted one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory unit 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were acquired. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.
[0194] In the special symbol 1 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 1 related random numbers stored in the first area of the special symbol 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 1 related random numbers and the special symbol 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.
[0195] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random numbers among the special chart 1 related random numbers stored in the first area of the special chart 1 reserve memory unit 105a and a special chart 1 variation pattern table corresponding to the current game state. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserve memory unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information regarding the special chart 1, information regarding the result of the jackpot determination, information regarding the result of the reach determination, information regarding the result of the jackpot type determination, information regarding the special chart variation time associated with the special chart 1 variation pattern, etc. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.
[0196] The special chart 1 reserved memory unit shift process is a process that is performed when the special chart 1 determination process and the special chart 1 variation pattern determination process are performed. In the special chart 1 reserved memory unit shift process, the special chart 1 related random numbers stored in the special chart 1 reserved memory unit 105a are shifted one to the first area side, and the special chart 1 related random numbers in the first area are cleared from the special chart 1 reserved memory unit 105a. In this way, the special chart 1 related random numbers are consumed in the order in which they were acquired. Then, a special chart 1 reserved number command is generated that represents the special chart 1 reserved number after the process.
[0197] In this embodiment, if both the special chart 2 reserved number and the special chart 1 reserved number exist, the special chart 2 determination process is performed with priority, and the variable display of special chart 2 and the variable display of special chart 1 are not performed in parallel.
[0198] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated which indicates the end of the variable display of the special symbol.
[0199] [2-3-3. Special design confirmation process] The special symbol determination process is a process performed when a special symbol is displayed. In the special symbol determination process, if the currently displayed special symbol is a jackpot symbol, the game transitions to a jackpot game state. An opening command indicating the start of a jackpot game is then generated. The opening command includes information regarding the result of the jackpot type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to be ended, a normal probability state is set. A high probability end command indicating a transition to a normal probability state is then generated. If the currently displayed special symbol is a losing symbol and the time-saving state is to be ended, a non-time-saving state is set. A time-saving end command indicating a transition to a non-time-saving state is then generated. If the currently displayed special symbol is a losing symbol and the number of reserved special symbols 2 and 1 is "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is then generated.
[0200] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table. After transitioning to the jackpot game state, each round of play is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round of play is generated. Furthermore, an ending is started according to the end of the final round of play. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.
[0201] [2-3-5. Game status setting process] The gaming state setting process is a process performed when the jackpot gaming state ends. In the gaming state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot gaming state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special symbol is variable displayed while the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command indicating the setting of the high probability state is generated. Furthermore, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot gaming state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special symbol is variable displayed while the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command indicating the setting of the time-saving state is generated. When control of the high probability state ends and control is restored to the normal gaming state, a high probability end command indicating the end of control of the high probability state is generated. Furthermore, when control of the time-saving state ends and control is restored to the normal gaming state, a time-saving end command indicating the end of control of the time-saving state is generated.
[0202] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0203] 6. Control of performance by performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Figures 25 and 26. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0204] [1. Sub-control main processing] When the pachinko gaming machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program for the sub-control main processing shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0205] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values of various effect determination random number counters for making determinations regarding various effects are updated. As an example, the method of updating the effect determination random number counters for various effects can be the same as the normal symbol / special symbol main random number update processing performed by the main control board 100 described above. When updating, the random number value may be incremented by 2 instead of incremented by 1. This is also the same as in the normal symbol / special symbol main random number update processing performed by the main control board 100 described above.
[0206] After the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer of the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. Upon receiving the commands, the image control board 140 displays an image on the display unit 50a (executes various image-based performances) in accordance with the received commands. In addition to the various performances performed by the image control board 140, the sub-control board 120 also controls the speaker 52 via the audio control circuit 161 to output audio (executes various audio performances), the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151 to emit light (executes various light-emitting performances), and the movable devices 55, 56, and 58 to execute various movable object performances. The performance RAM 124 is provided with a start winning command reservation memory unit that stores start winning commands including reserved lottery information. The reserved lottery information includes information based on each random number stored in the special symbol reserved memory unit 105 of the main control board 100. The start winning command reserved memory unit further includes a first start winning command reserved memory unit that stores a first start winning command based on the first special symbol reserved, and a second start winning command reserved memory unit that stores a second start winning command based on the second special symbol reserved. In addition, the performance RAM 124 may be provided with a memory unit that stores commands including information on the regular symbol reserved. In detail, the first start winning command reserved memory unit and the second start winning command reserved memory unit each have a memory area corresponding to the upper limit number of special symbol reserved. In the pachinko gaming machine PY1, the first start winning command reserved memory unit has four memory areas, and the second start winning command reserved memory unit also has four memory areas, in accordance with the upper limit number of special symbol reserved. Furthermore, each memory area has multiple sub-areas. Specifically, in the pachinko game machine PY1, a start winning command specified based on the winning of the start slot and data indicating the display mode of the hold icon HA are stored in each small area. The reception counter is used to manage the order of winning.
[0207] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012) can be executed.
[0208] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011).
[0209] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed each time an interrupt pulse having a predetermined period (for example, 1 msec period) is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 26, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in this order.
[0210] The input process detects operations on player-operable operating units such as the normal button detection switch 40a and the special button detection switch 41a. The light-emission data output process outputs light-emission data to the lamp control circuit 151 to illuminate lamps such as the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the board lamp 54 at timings appropriate for image effects, based on the performance data created in the performance data creation process (described later). In other words, the performance control microcomputer 121 illuminates the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the board lamp 54 in a predetermined lighting mode in accordance with the light-emission data. The movable device control process outputs drive data to perform a movable object effect by operating movable devices 55, 56, 58, etc. at a predetermined timing, based on the performance data created in the performance data creation process. In other words, the performance control microcomputer 121 performs a movable object effect by operating the movable devices 55, 56, 58, etc. in a predetermined operating mode in accordance with the drive data. In the watchdog timer process, the watchdog timer is reset. In the switch process, the display content of the display unit 50a is set based on the data of the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, detected in the input process. In the button valid period process, the button operation valid period of various buttons (normal button 40, special button 41, etc.) is set. As a result, for example, an operation effect is performed while a special chart variation effect is being executed, and a button operation valid period occurs.
[0211] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially performs received command analysis process (S4201), performance timer update process (S4202), audio control process (S4203), and performance data creation process (S4204).
[0212] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the normal button 40 or the special button 41 are measured. In the audio control process, audio data (data that controls the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.
[0213] In the switch processing, the performance control microcomputer 121 may analyze the switch data acquired by the input processing (S4104) and determine whether the normal button 40 has been pressed within the valid button operation period. For example, if the performance control microcomputer 121 analyzes the switch data acquired by the input processing (S4104) and determines that the normal button 40 has been pressed within the valid button operation period, the performance control microcomputer 121 executes the normal button processing. Here, the normal button processing refers to, for example, displaying a preview image on the display unit 50a or performing a movable object performance using the on-board movable object 55k. In addition, the performance control microcomputer 121 may analyze the switch data acquired by the input processing (S4104) and determine whether the special button 41 has been pressed within the valid button operation period. For example, if the performance control microcomputer 121 determines that the special button 41 has been pressed within the valid button operation period, the performance control microcomputer 121 executes the special button processing. Here, the special button process refers to, for example, displaying a preview image on the display unit 50a, or performing a movable object effect using the on-board movable object 55k.
[0214] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a fluctuation performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command, sets information about the sub-fluctuation pattern, and sets a fluctuation performance start command including information about the sub-fluctuation pattern in the output buffer, as processing when the fluctuation start command is received. For example, if the special chart fluctuation pattern indicated by the fluctuation start command is an SP fluctuation (a fluctuation pattern associated with an SP reach), it selects a sub-fluctuation pattern that performs an SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and sound control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. Note that the flow of processing related to the realization of such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant variations, and control of the effect mode.
[0215] 7. Description of Features of the Pachinko Game Machine PY1 of the First Embodiment The following describes in detail the features of the pachinko gaming machine PY1. The following describes the first embodiment. Unless otherwise specified, the pachinko gaming machine PY1 of the basic embodiment described above also applies to the first embodiment. Of course, configurations according to the first embodiment may be appropriately combined. Furthermore, any configurations according to the first embodiment or the basic embodiment may be appropriately combined. Furthermore, technical features in the first embodiment may be appropriately deleted unless described as essential in this specification.
[0216] 7-1. Structure of the gaming machine of the first embodiment A pachinko gaming machine PY1, which is a first embodiment of the gaming machine of the present invention, will be described below. First, the structure of the pachinko gaming machine PY1 will be described using Figures 28 to 31. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0217] As shown in Figures 28 and 29, the pachinko gaming machine PY1 of the first embodiment is provided with a gaming machine frame 2 (gaming machine frame). An operable first input device (hereinafter referred to as the "first normal button") 40 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The first normal button 40 will be described later. An operable second input device (hereinafter referred to as the "special button") 41 is provided on the right decorative body 32, which is formed by protruding forward from the right edge of the surface of the front frame 23m. The special button 41 may be, for example, a button with a pressing surface or a lever with a grip. Furthermore, an operable third input device (hereinafter referred to as the "second normal button") 43 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34 to the right. The second normal button 43 (operation unit) will be described later. An operable fourth input device (hereinafter referred to as the select button) 42 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The select button 42 is, for example, a cross key that allows selection in four directions (up, down, left, right), and is composed of an up button 42u, a down button 42d, a left button 42l, a right button 42r, and a middle button 42c.
[0218] As shown in Figures 28 and 29, a first frame lamp 53A capable of emitting light is provided on the left edge of the front frame 23m, and a second frame lamp 53B capable of emitting light is provided on the front of the lower decorative body 36. As shown in Figure 28, the second frame lamp 53B is provided forward of the transparent plate 23t attached to the front frame 23m. In other words, the second frame lamp 53B is provided forward of the game board 1. Furthermore, the second frame lamps 53B are provided near each other on the lower decorative body 36, as shown in Figure 29, so that the player can simultaneously see the second normal button 43.
[0219] Here, as shown in FIG. 29, the shape of the second frame lamp 53B is a line extending from the left side of the lower decorative body 36 toward the second normal button 43, and is the chest mark of the main character (LOGO). A large number of LEDs and the like are arranged inside the second frame lamp 53B. Furthermore, the second frame lamp 53B has a cover member made of a light-transmitting resin material, and the cover member is also shaped in the shape of the line of the second frame lamp 53B and in accordance with the chest mark of the main character (LOGO). When all the LEDs arranged inside the second frame lamp 53B are lit, the player can understand through this cover member that the second frame lamp 53B is emitting light with the chest mark of the main character (LOGO).
[0220] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0221] Next, the first normal button 40 will be explained using Figure 30. The first normal button 40 can be pressed by the player and is composed of a button with a pressing surface. As shown in Figure 30, the first normal button 40 is disposed in the center of the upper surface of the lower decorative body 36, in front of the upper tray 34.
[0222] The first normal button 40 is disk-shaped and made of a transparent resin material. As shown in FIG. 30, the character "press" is printed on the surface of the first normal button 40, allowing the player to recognize that it is a button that can be pressed. Note that the first normal button 40 is not limited to being composed of a button with a press surface, and may be composed of, for example, a lever with a grip portion.
[0223] Next, the second normal button 43 (hemispherical button unit 200) will be described with reference to Figures 30 and 31. The second normal button 43 can be pressed by the player, similar to the first normal button 40. As shown in Figure 30, the second normal button 43 is disposed on the upper surface of the lower decorative body 36, to the right of the first normal button 40.
[0224] This second normal button 43 (hemispherical button unit 200) includes a cover portion 210 shown in Fig. 31, a movable portion 220 shown in Fig. 31, a support portion 250 shown in Fig. 31, a bottom portion 310 shown in Fig. 31, a second normal button detection switch 43a, and a substrate portion for controlling the lighting of multiple LEDs of a light source portion 260 (described later). The cover portion 210 is made of a transparent resin member. This cover portion 210 has a hemispherical dome portion 211 shown in Fig. 31 and the like.
[0225] As shown in FIG. 31, the movable part 220 has a disk-shaped base part 221 and a disk-shaped decorative part 225 that covers one surface of the base part 221. A gap is formed between the base part 221 and the decorative part 225 (see FIG. 31), and a light source part 260 and a light guide plate 275 are disposed in the gap (not shown in FIG. 31). The light source part 260 is substantially disk-shaped, and has, for example, four LEDs disposed on its surface. The light guide plate 275 is used to guide only light emitted from the LEDs of the light source part 260 that travels in a direction perpendicular to the surface of the light source part 260 to the decorative part 225. The light guide plate 275 is also substantially disk-shaped like the light source part 260.
[0226] The decorative part 225 is made by combining a first resin member made of a colorless and transparent material with a second resin member whose surface is plated. The decorative part 225 has a surface part 227 (see FIG. 31).
[0227] The surface portion 227 of the decorative portion 225 is a portion that can be seen by a player through the colorless and transparent cover portion 210 (dome portion 211) of the hemispherical button unit 200 (see FIG. 31). The surface portion 227 has a light-transmitting portion 226 as shown in FIG.
[0228] In the decorative part 225 of this embodiment, when light is incident on the surface part of the decorative part 225, the light passes through the interior of the decorative part 225 and reaches the surface part 227. Then, the light is emitted to the outside of the decorative part 225 through the light-transmitting part 226 of the surface part 227, thereby enabling the decorative part 225 to emit light. Specifically, the light is emitted toward the dome part 211 of the cover part 210 above the decorative part 225.
[0229] In the hemispherical button unit 200, the dome portion 211 of the cover portion 210 and the like are configured to cover the upper portion of the support portion 250 on which the movable portion 220 is disposed. As described above, the cover portion 210 is made of a transparent resin material, so that the player can see the movable portion 220 inside the cover portion 210 (dome portion 211).
[0230] In addition, the cover portion 210 is movable up and down relative to the support portion 250. When the cover portion 210 is pressed, the pressing operation is detected by the second normal button detection switch 43a connected to the sub-control board 120.
[0231] 7-2. Electrical configuration of the gaming machine of the first embodiment Next, the electrical configuration of the pachinko gaming machine PY1 of the first embodiment will be described with reference to Fig. 32. As shown in Fig. 32, the pachinko gaming machine PY1 is provided with a sub-control board 120 that controls game effects (special chart variation effects, hold effects, jackpot game effects) according to the progress of the game by the main control board 100, customer waiting effects, the first normal button 40 (operation unit, operation means), the second normal button 43 (operation unit, operation means), and an operation promotion effect that encourages operation of the special button 41 during a valid period (valid operation period), and a payout control board 170, etc., located further back than the image display device 50 of the gaming board 1. The main control board 100 can be positioned as a game control unit that controls the game. The presentation control unit must be equipped with at least a sub-control board 120 and be capable of controlling game presentations, customer waiting presentations, and operation presentations (operation promotion presentations (first normal button operation promotion presentations, second normal button 43 operation promotion presentations, special button operation promotion presentations), button operation result presentations (first normal button operation result presentations, second normal button operation result presentations, special button operation result presentations)) using presentation means (image display device 50, speaker 52, first frame lamp 53A, second frame lamp 53B, frame lamp 53, board lamp 54, and movable devices 55, 56, etc.).
[0232] The various switches connected to the sub-control board 120 include a first normal button detection switch 40a, a special button detection switch 41a, a second normal button detection switch 43a, an up button detection switch 42au, a down button detection switch 42ad, a right button detection switch 42ar, a left button detection switch 42al, and a middle button detection switch 42ac. The first normal button detection switch 40a detects that the first normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. The second normal button detection switch 43a detects that the second normal button 43 has been pressed. The up button detection switch 42au detects that the up button of the select buttons 42 has been pressed. The down button detection switch 42ad detects that the down button of the select buttons 42 has been pressed. The right button detection switch 42ar detects that the right button of the select buttons 42 has been pressed. The left button detection switch 42al detects that the left button of the select buttons 42 has been pressed. The middle button detection switch 42ac detects that the middle button of the select buttons 42 has been pressed. Each of the detection switches 40a, 41a, 42a, and 43a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0233] In the pachinko gaming machine PY1 of the first embodiment, the volume level and light intensity level are changed by the performance control microcomputer 121. For this purpose, as shown in Fig. 32, the performance RAM 124 of the sub-control board 120 is further provided with a volume memory unit 128 that stores the currently set volume level and a light intensity memory unit 129 that stores the currently set light intensity level.
[0234] The various lamps SL connected to the sub-control board 120 include a first frame lamp 53A, a second frame lamp 53B, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the light emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0235] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.
[0236] 7-3. First embodiment of jackpot game First, we will explain the jackpot games that can be executed by the game control microcomputer 101 of the first embodiment. The game control microcomputer 101 can execute various jackpot games (jackpot game X, jackpot game Y, jackpot game Z) shown in the jackpot game control table of Figure 33.
[0237] As shown in FIG. 33, the game control microcomputer 101 of the first embodiment can determine either "jackpot symbol X" or "jackpot symbol Y" in determining the type of jackpot symbol in the special symbol 1 determination process (special symbol determination process based on winning at the first starting port 11). More specifically, the game control microcomputer 101 determines "jackpot symbol X" at a rate of 50% and "jackpot symbol Y" at a rate of 50%. Furthermore, the game control microcomputer 101 can determine "jackpot symbol Z" in determining the type of jackpot symbol in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12). More specifically, the game control microcomputer 101 determines "jackpot symbol Z" at a rate of 100%.
[0238] The game control microcomputer 101 of the first embodiment then executes a jackpot game according to the type of jackpot symbol determined. Specifically, in a "jackpot game X" executed when a "jackpot symbol X" is determined, 10 rounds of play are played. The first jackpot opening 14 is opened for a maximum of 29.5 seconds per round from Rounds 1 to 4, the first jackpot opening 14 is opened for a maximum of 0.1 seconds per round from Rounds 5 to 9, and the second jackpot opening 15 is opened for a maximum of 29.5 seconds per round in Round 10. The opening time of the first jackpot opening 14 is extremely short from Rounds 5 to 9 of this jackpot game, making it unlikely that a win will actually occur in the first jackpot opening 14. In other words, although the total number of rounds in this jackpot game is 10, the actual number of rounds is five.
[0239] Furthermore, in "jackpot game Y," which is executed when "jackpot symbol Y" is determined, 10 rounds of play are played. From rounds 1 to 4, the first major prize slot 14 is opened for a maximum of 29.5 seconds per round of play, from rounds 5 to 9, the first major prize slot 14 is opened for a maximum of 0.1 seconds per round of play, and in round 10, the second major prize slot 15 is opened for a maximum of 0.1 seconds per round of play. From rounds 5 to 9 of this jackpot game, the opening time of the first major prize slot 14 is extremely short, making this a round in which a win in the first major prize slot 14 is not realistically expected. In other words, although the total number of rounds in this jackpot game is 10, the actual number of rounds is four.
[0240] In addition, in the "jackpot game Z" that is executed when the "jackpot symbol Z" is determined, 10 rounds of play are played. From rounds 1 to 9, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round, and in round 10, the second large prize slot 15 is opened for a maximum of 29.5 seconds per round. In other words, in this jackpot game, the total number of rounds and the actual number of rounds are both 10.
[0241] Therefore, it can be said that "jackpot game Z", which has an actual number of rounds of play of 10, is a jackpot game that is more advantageous to the player than "jackpot game X" or "jackpot game Y", which have an actual number of rounds of play of 5.
[0242] Next, the game states that can be controlled by the game control microcomputer 101 of the first embodiment will be described with reference to Figure 33. In the pachinko game machine PY1 of the first embodiment, the game control microcomputer 101 sets a time-shortened state even after a jackpot game state in which any of the above-mentioned "jackpot game X," "jackpot game Y," and "jackpot game Z" is executed. Furthermore, the game control microcomputer 101 sets a high probability state after a jackpot game state in which any of the "jackpot game X" and "jackpot game Z" is executed, but does not set a high probability state after a jackpot game state in which the "jackpot game Y" jackpot game is executed (a normal probability state is set). Therefore, after a jackpot game state in which either "jackpot game X" or "jackpot game Z" is played, the game enters a "high probability, high base game state" in which a high probability state and a time-saving state are set. After a jackpot game state in which "jackpot game Y" is played, the game enters a "low probability, high base game state" in which a normal probability state and a time-saving state are set. When set to a high probability state and a time-saving state, the number of chance bonuses is set to 100 and the number of time-saving bonuses is set to 100. Here, the number of chance bonuses refers to the upper limit (prescribed number) of times that the variable display of the special symbol can be performed in the high probability state. Furthermore, the number of time-saving bonuses refers to the upper limit (prescribed number) of times that the variable display of the special symbol can be performed in the time-saving state. In other words, in the high probability, high base game state, the number of times that the variable display of the special symbol can be performed in the high probability, high base game state can continue up to 100 times. Furthermore, when set to a low probability state and a time-saving state, only the number of time-saving bonuses is set to 100. That is, in a low-probability, high-base game state, the number of times the special symbol is variable displayed in the low-probability, high-base game state can continue up to 100 times. In other words, "jackpot game X" or "jackpot game Z", which then has a high-probability state set, can be said to be a jackpot game that is more advantageous to the player than "jackpot game Y", which does not have a high-probability state set thereafter, and the jackpot game state in which "jackpot game X" or "jackpot game Z" is executed can be said to be a game state that is more advantageous to the player than the jackpot game state in which "jackpot game Y" is executed.
[0243] The jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, a "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than a "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or a special gaming state.
[0244] 7-4. Special chart variation pattern of the first embodiment Next, the allocation rate of the special chart 1 variation pattern in the non-time-saving state will be explained using Figure 34. As shown in Figure 34 (A), the allocation rate of the special chart 1 variation pattern selected in the case of the "non-time-saving state" and "jackpot" in the pachinko game machine PY1 of the first embodiment is the allocation rate of the special chart 1 variation pattern "P03" (10%) ⇒ the allocation rate of the special chart 1 variation pattern "P02" (30%) ⇒ the allocation rate of the special chart 1 variation pattern "P01" (60%).
[0245] On the other hand, as shown in Figure 34 (B), the allocation rate of the special chart 1 variation pattern selected in the case of the "non-time-shortened state" and "reach with miss" in the pachinko game machine PY1 of the first embodiment increases in the following order: allocation rate of special chart 1 variation pattern "P04" (5%) ⇒ allocation rate of special chart 1 variation pattern "P05" (25%) ⇒ allocation rate of special chart 1 variation pattern "P06" (70%).
[0246] Also, as shown in Figure 34 (C), in the pachinko game machine PY1 of the first embodiment, when the number of reserved special symbols (U1) is "0" to "2", the allocation rate of the special symbol 1 variation pattern "P08" increases in the order of allocation rate (20%) to allocation rate (80%) of the special symbol 1 variation pattern "P07". On the other hand, when the number of reserved special symbols (U1) is "3" to "4", the allocation rate of the special symbol 1 variation pattern "P07" increases in the order of allocation rate (20%) to allocation rate (80%) of the special symbol 1 variation pattern "P08".
[0247] 34(A) to 34(C), in the non-time-saving state of the pachinko game machine PY1 of the first embodiment, in the case of normal fluctuation only ⇒ normal fluctuation → reach → N reach ⇒ normal fluctuation → reach → N reach → development performance → L reach ⇒ normal fluctuation → reach → N reach → development performance → SP reach, in this order, it is difficult to execute when it is determined to be a miss in the special chart 1 determination process, but it is easy to execute when it is a jackpot in the special chart 1 determination process (see Figure 11, Figure 34(A), Figure 34(B), Figure 34(C)). Note that the allocation rate (selection rate) of the special chart 1 variation pattern shown in Figure 34 can be changed appropriately within the range that does not interfere with the game.
[0248] 7-5. Volume and light intensity in the first embodiment When the up button detection switch 42au, the down button detection switch 42ad, the right button detection switch 42ar, the left button detection switch 42al, and the middle button detection switch 42ac detect an operation on each button, they output a signal (up button detection signal, down button detection signal, right button detection signal, left button detection signal, middle button detection signal) to the sub-control board 120 indicating that an operation has been performed on that part.
[0249] In addition, in the first embodiment, during play when the game control microcomputer 101 is performing a game such as displaying special chart changes, and during non-play when the game control microcomputer 101 is not performing a game, the volume level can be changed by operating the select button 42 to change the volume of the sound output from the speaker 52, and the light intensity level can be changed to change the intensity of the light irradiated from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the light emitted from the image display device 50.
[0250] In the pachinko gaming machine PY1 of the first embodiment, when an operation to change the volume level or the light intensity level is performed, an image representing the volume level or the light intensity level is displayed on the display unit 50a. The display of the image representing the volume level or the light intensity level is performed by the performance control microcomputer 121.
[0251] In the first embodiment, both the volume level and the light intensity level can be changed between five levels, from the minimum level "0" to the maximum level "4." However, the number of levels and the names of the levels can be changed as appropriate. The number of levels for the volume level and the light intensity level does not necessarily have to be the same; the number of levels for the volume level and the number of levels for the light intensity level may be different. When the minimum level "0" is set, no sound or background music is output from the speaker 52. However, this is not a limitation. For example, when the minimum level "0" is set, a small amount of sound or background music may be output from the speaker 52.
[0252] In the pachinko gaming machine PY1 of the first embodiment, the effect control microcomputer 121 sets the volume level from a five-level volume range from "0" to "4." The volume level "4" is the volume level at which the loudest game sounds can be output from the speaker 52 within the five-level volume range. When the volume level is set to "4," the maximum volume output momentarily during, for example, a SP reach or a jackpot effect is 95.0 dB. When the volume level is set to "3," the maximum volume output momentarily during, for example, a SP reach or a jackpot effect is 90.0 dB. When the volume level is set to "2," the maximum volume output momentarily during, for example, a SP reach or a jackpot effect is 88.0 dB. The volume level "2" is a volume level at which game sounds in most effects can be heard, even in a generally noisy hall. Furthermore, when the volume level is set to "1," the maximum volume output momentarily during, for example, an SP reach or jackpot effect is 85.0 dB. Even in a generally noisy hall, this volume level is sufficient to make most game sounds inaudible. When the volume level is set to "0," no game sounds are output from the speaker 52, i.e., the sound is silent. The larger the volume level, the louder the game sounds output from the speaker 52. The volume level "3" corresponds to the first volume, and the volume level "1" corresponds to the second volume. The volume output from the speaker 52 corresponding to each volume level can be changed as needed.
[0253] In the pachinko gaming machine PY1 of the first embodiment, the light intensity level is set by the performance control microcomputer 121 from a five-stage light intensity range from "0" to "4." The light intensity level "4" is the light intensity level at which the frame lamps 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) can emit the greatest amount of light within the five-stage volume range, and the image display device 50 can emit the greatest amount of light. The light intensity level "3" is the next greatest light intensity after the light intensity level "4" within the five-stage volume range, and the light intensity level at which the frame lamps 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) can emit the greatest amount of light within the five-stage volume range, and the image display device 50 can emit the greatest amount of light. Light level "2" is the next highest light intensity after light level "3" in the five-level volume range, and is the light intensity level at which frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) can emit light from frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and image display device 50. Light level "1" is the next highest light intensity after light level "2" in the five-level volume range, and is the light intensity level at which frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) can emit light from frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and image display device 50. The light level "0" is the light level within the five-level volume range at which no light is emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50, i.e., they are turned off.
[0254] Next, the operation for changing the volume level and the light intensity level, and the display of the image representing the volume level and the light intensity level will be described. Details will be described later, but in the first embodiment, it is possible to perform an operation for changing the volume level and the light intensity level during the special chart variable display when the normal game state is set, and an image representing the volume level and the light intensity level is displayed.
[0255] First, we will explain the operation for changing the volume level and light intensity level during the special symbol variable display when the normal game mode is set, and the display of images representing the volume level and light intensity level. During the special symbol variable display during the normal game mode, it is basically possible to change the volume level and light intensity level and display images representing the volume level and light intensity level regardless of the type of effect constituting the effect flow of the special symbol variable effect, such as normal variation or reach effect. Furthermore, in the pachinko game machine PY1 of the first embodiment, it is possible to change the volume level and light intensity level and display images representing the volume level and light intensity level during the execution of the customer waiting effect. Furthermore, when a game mode other than the normal game mode (e.g., a jackpot game mode, a high-probability, high-base game mode, etc.) is set, it is also possible to change the volume level and light intensity level and display images representing the volume level and light intensity level.
[0256] The volume level during the variable display of special symbols in the normal game mode can be changed by operating the left and right buttons 42A. Operating the left button 42l of the left and right buttons 42A decreases the volume by one level. Operating the right button 42r of the left and right buttons 42A increases the volume by one level. However, even if the left button 42l is operated when the volume level is set to the minimum level "0," the volume level remains unchanged at level "0." Similarly, even if the right button 42r is operated when the volume level is set to the maximum level "4," the volume level remains unchanged at level "4."
[0257] On the other hand, the light intensity during the variable display of the special symbol in the normal game mode can be changed by operating the up / down button 42B. Operating the down button 42d of the up / down button 42B decreases the light intensity by one level. Operating the up button 42u of the up / down button 42B increases the light intensity level by one level. However, even if the down button 42d is operated when the light intensity level is set to the minimum level "0," the light intensity level remains unchanged at level "0." Similarly, even if the up button 42u is operated when the light intensity level is set to the maximum level "4," the light intensity level remains unchanged at level "4."
[0258] Note that when the volume level is changed by operating the left / right button 42A, the volume (dB) may immediately be switched to a volume corresponding to the changed volume level. For example, if the volume level is changed while sound is being output from the speaker 52, the volume level is switched while the sound is being output, and sound effects and effects including music (BGM, etc.) at a volume (dB) corresponding to the changed volume level are output, or an alarm sound such as a siren is output if an abnormality occurs in the pachinko gaming machine PY1. Also, when the light intensity level is changed by operating the up / down button 42B, light is emitted from the image display device 50, the frame lamp 53, the board lamp 54, etc. at an intensity corresponding to the changed light intensity level immediately thereafter.
[0259] Next, we will explain the display of images representing the volume level and light intensity level during the variable special symbol display in the normal game mode. Images representing the volume level and light intensity level are displayed on the display unit 50a. The display unit 50a has a pre-set area for displaying images representing the volume level and light intensity level. As shown in FIG. 35, a volume image display area 50g1 displaying an image representing the volume level is located in the lower right corner of the display unit 50a. Meanwhile, a light intensity image display area 50g2 displaying an image representing the light intensity level is located immediately above and adjacent to the volume image display area 50g1. As shown in FIG. 35, the light intensity image display area 50g2 is located immediately above and adjacent to the volume image display area 50g1, but this is not a limitation. For example, the light intensity image display area 50g2 and the volume image display area 50g1 may be pre-set at any display position on the display unit 50a, as long as they are located in a position that allows the player to easily check them together.
[0260] 36(A) to 36(E), a volume level image G20 indicating the volume level is displayed in the volume image display area 50g1. The volume level image G20 includes a volume scale portion G20a showing a scale indicating the number of stages from 0 to 4, a volume indicator portion G20b indicating the set volume, and a volume identification image G20c identifying the volume level.
[0261] The volume scale section G20a is formed by a gauge extending horizontally and having five scales. The volume pointer section G20b is formed by a bar-shaped pointer displayed inside the volume scale section G20a. The volume pointer section G20b is formed by extending from the left end of the volume scale section G20a to the right by the amount of the volume. The volume identification image G20c is formed by an icon representing a general volume and is displayed to the left of the volume scale section G20a.
[0262] Fig. 36(A) shows the volume level image G20 when the volume level is "0." If the volume level is "0," the volume indicator G20b is not displayed on the scale of the volume scale portion G20a. If the volume level is "1," the volume indicator G20b is displayed from the left end of the volume scale portion G20a to the first scale mark toward the right (Fig. 36(B)). If the volume level is "2," the volume indicator G20b is displayed from the left end of the volume scale portion G20a to the second scale mark toward the right (Fig. 36(C)). If the volume level is "3," the volume indicator G20b is displayed from the left end of the volume scale portion G20a to the third scale mark toward the right (Fig. 36(D)). If the volume level is "4," the volume indicator G20b is displayed for all scale marks of the volume scale portion G20a (Fig. 36(E)).
[0263] 36(F) to 36(J), a light intensity level image G21 indicating the light intensity level is displayed in the light intensity image display area 50g2. The light intensity level image G21 includes a light intensity scale portion G21a showing a scale indicating the number of stages from 0 to 4, a light intensity pointer portion G21b indicating the set light intensity, and a light intensity identification image G21c for identifying the light intensity level.
[0264] The light intensity scale section G21a is formed to extend horizontally and is composed of a gauge with four scales. The light intensity pointer section G21b is composed of a rod-shaped pointer displayed inside the light intensity scale section G21a. The light intensity pointer section G21b is formed to extend from the left end of the light intensity scale section G21a to the right by the amount of light intensity. The light intensity identification image G21c is composed of an icon representing a general light intensity and is displayed to the left of the light intensity scale section G21a.
[0265] 36(F) shows the light intensity level image G21 when the light intensity level is 0. When the light intensity level is 0, the light intensity indicator G21b is not displayed on the scale of the light intensity scale G21a. If the light intensity level is "1", the light intensity indicator G21b is displayed from the left end of the light intensity scale G21a to the first marking on the right (Figure 36(G)), if the light intensity level is "2", the light intensity indicator G21b is displayed from the left end of the light intensity scale G21a to the second marking on the right (Figure 36(H)), if the light intensity level is "3", the light intensity indicator G21b is displayed from the left end of the light intensity scale G21a to the third marking on the right (Figure 36(I)), and if the light intensity level is "4", the light intensity indicator G21b is displayed for all marks on the light intensity scale G21a (Figure 36(J)).
[0266] In the following, a volume level of "0" will be referred to as "volume level '0'," and similarly, volume level stages of "1," "2," "3," and "4" will be referred to as "volume level '1'," "volume level '2'," "volume level '3'," and "volume level '4'." Furthermore, a light intensity level of "0" will be referred to as "light intensity level '0'," and similarly, light intensity stages of "1," "2," "3," and "4" will be referred to as "light intensity level '1'," "light intensity level '2'," "light intensity level '3'," and "light intensity level '4'."
[0267] Next, for example, during the special chart variable display in the normal game state, a specific example will be described in which an operation to change the volume level is performed to display the volume level image G20, and an operation to change the light level is performed to display the light level image G21. In the explanation of the specific example, it is assumed that the normal game state is set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variation is performed. Also, the display of icons is omitted.
[0268] The volume level image G20 is displayed by operating the left and right buttons 42A during the variable special symbol display in the normal game mode. When the volume level image G20 is displayed, it is displayed in a manner that represents the new volume level set by that operation. However, as mentioned above, if the left button 42l is operated when the volume level is set to "0," or if the right button 42r is operated when the volume level is set to "4," the volume level does not change. Therefore, in these cases, operating the left and right buttons 42A does not change the volume level, but the volume level image G20 is displayed in a manner that represents the volume that has continued to be set since before that operation.
[0269] Furthermore, once the volume level image G20 is displayed, it continues to be displayed for at least five seconds after the last operation of the left or right button 42A. If the next operation of the left or right button 42A is not performed within five seconds of the last operation of the left or right button 42A, the volume level image G20 disappears when those five seconds have elapsed. In other words, once the volume level image G20 is displayed, it continues to be displayed until the period during which no operation of the left or right button 42A has been performed reaches five seconds.
[0270] For example, when the volume level is set to "1" and the effect patterns EZ1 to EZ3 are variably displayed as shown in Fig. 37(A) and the volume level image G20 is not displayed, if the right button 42r is operated, the volume level is changed to "2" and the volume level image G20 in a mode representing the volume level "2" is displayed as shown in Fig. 37(B). After that, if five seconds pass without the left and right buttons 42A being operated, the volume level image G20 disappears at that time as shown in Fig. 37(C).
[0271] Furthermore, when the volume level is set to "1," the effect symbols EZ1 to EZ3 are variably displayed as shown in FIG. 38(A), and the volume level image G20 is not displayed, operating the right button 42r changes the volume level to "2," and displays the volume level image G20 in a manner representing the volume level "2," as shown in FIG. 38(B). If the right button 42r is then operated again within five seconds of operating the right button 42r, the volume level is changed to "3," and the display manner of the volume level image G20 changes to a manner representing the volume level "3," as shown in FIG. 38(C). In detail, the volume indicator portion G20b changes from a manner representing the volume level "2" to a manner representing the volume level "3." Then, if five seconds pass without operating the left or right button 42A, the volume level image G20 disappears at that point, as shown in FIG. 38(D).
[0272] In addition, the light intensity level image G21 is displayed by operating the up / down button 42B during the variable display of the special symbol in the normal game state. When the light intensity level image G21 is displayed, the light intensity level image G21 is displayed in a manner that represents the new light intensity level set by that operation. However, as mentioned above, if the down button 42d is operated when the light intensity level "0" is set, or if the up button 42u is operated when the light intensity level "4" is set, the light intensity level does not change. Therefore, in these cases, operating the up / down button 42B does not change the light intensity level, but the light intensity level image G21 is displayed in a manner that represents the light intensity that has been continuously set since before that operation.
[0273] Furthermore, once the light intensity level image G21 is displayed, it remains displayed for at least five seconds after the last operation of the up / down button 42B. If no next operation of the up / down button 42B is performed within five seconds of the last operation of the up / down button 42B, the light intensity level image G21 disappears when the five seconds have elapsed. In other words, once the light intensity level image G21 is displayed, it remains displayed until the period during which no operation of the up / down button 42B is performed reaches five seconds.
[0274] For example, when the light intensity level is set to "1" and the effect symbols EZ1 to EZ3 are displayed variably as shown in Fig. 39(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level is changed to "2" and the light intensity level image G21 in a mode representing the light intensity level "2" is displayed as shown in Fig. 39(B). After that, if five seconds pass without the up / down button 42B being operated, the light intensity level image G21 disappears at that time as shown in Fig. 39(C).
[0275] Furthermore, when the light intensity level is set to "1" and the effect symbols EZ1 to EZ3 are displayed variably as shown in FIG. 40(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level is changed to "2," and the light intensity level image G21 is displayed in a manner representing the light intensity level "2," as shown in FIG. 40(B). If the up button 42u is then operated again within five seconds of the operation of the up button 42u, the light intensity level is changed to "3," and the display manner of the light intensity level image G21 changes to a manner representing the light intensity level "3," as shown in FIG. 40(C). In detail, the light intensity indicator portion G21b changes from a manner indicating the light intensity level "2" to a manner indicating the light intensity level "3." If five seconds pass without the up / down button 42B being operated, the light intensity level image G21 disappears at that point, as shown in FIG. 40(D).
[0276] Next, a specific example will be described in which an operation for changing the volume level and an operation for changing the light level are performed during the variable display of special symbols in the normal game state, and the volume level image G20 and the light level image G21 are simultaneously displayed. It should be noted that in this specific example, the normal game state is also set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variations are being performed. Also, the display of icons is omitted. Furthermore, in both specific examples, it is assumed that the volume level "1" and the light level "1" are set.
[0277] As a specific example, as shown in Fig. 41(A), when neither the volume level image G20 nor the light intensity level image G21 is displayed, operating the right button 42r changes the volume level to "2," and the volume level image G20 is displayed in a manner representing the volume level "2," as shown in Fig. 41(B). When the right button 42r is further operated while this volume level image G20 is displayed, the volume level is changed to "3," and the display manner of the volume level image G20 changes to a manner representing the volume level "3," as shown in Fig. 41(C).
[0278] Subsequently, when the up button 42u is operated while the volume level image G20 is displayed, the light level is changed to "2," and a light intensity level image G21 in a manner representing the light intensity level "2" is displayed, as shown in Fig. 41(D). When the up button 42u is further operated while this light intensity level image G21 is displayed, the light level is changed to "3," and the display manner of the light intensity level image G21 changes to a manner representing the light intensity level "3," as shown in Fig. 41(E).
[0279] Then, when five seconds have passed without the left or right button 42A being operated after the operation to change the volume level to "3," the volume level image G20 disappears at that time point, as shown in Fig. 41(F). Subsequently, when five seconds have passed without the up or down button 42B being operated after the operation to change the light intensity level to "3," the light intensity level image G21 disappears at that time point, as shown in Fig. 41(G).
[0280] 7-6. Mini character preview and logo background preview in the first embodiment In the pachinko gaming machine PY1 of the first embodiment, a mini-character preview (first suggestion effect) can be executed using the image display device 50, speaker 52, frame lamp 53, and board lamp 54 as a preview effect at any timing during the special symbol variation effect in the normal game mode. The mini-character preview functions as a preview effect that suggests the result of the jackpot determination or the result of the special symbol variation pattern determination by displaying a character on the display unit 50a of the image display device 50 and continuously outputting a "beep" sound effect (hereinafter also referred to as the mini-character preview sound effect) from the speaker 52 (in this example, the right speaker 52R) during the execution of the mini-character preview. In addition, in the pachinko gaming machine PY1 of the first embodiment, a logo background preview (second suggestion effect) can be executed using the image display device 50, speaker 52, frame lamp 53, and board lamp 54 as a preview effect at any timing during the special symbol variation effect in the normal game mode. The LOGO background notice functions as a notice effect that suggests the result of the jackpot determination or the result of the special chart variation pattern determination, by displaying a background image dedicated to the LOGO background notice on the display unit 50a of the image display device 50 and continuously outputting a "shakin" sound effect (hereinafter also referred to as the LOGO background notice sound effect) from the speaker 52 (in this example, the left speaker 52L) while the LOGO background notice is being executed. In the pachinko game machine PY1 of the first embodiment, the LOGO background notice functions as a notice effect that suggests that there is a higher chance of winning than the mini character notice.
[0281] In the pachinko gaming machine PY1 of the first embodiment, when a miniature character preview sound effect is being output from the speaker 52, if the volume level is changed by the player's operation of the left or right button 42A (predetermined operation), immediately thereafter, a miniature character preview sound effect is output from the speaker 52 at a volume (dB) corresponding to the changed volume level. Also, for example, if a miniature character preview sound effect is output from the right speaker 52R when the volume level is set to "4," the volume of the miniature character preview sound effect is the volume corresponding to the volume level "4." On the other hand, when a logo background preview sound effect is being output from the speaker 52, even if the volume level is changed by the player's operation of the left or right button 42A, the logo background preview sound effect is not output from the speaker 52 at a volume (dB) corresponding to the changed volume level, but is output at a volume (maximum 88.0 dB) corresponding to the volume level "2." Also, for example, even if the volume level is set to "4" and the LOGO background preview sound effect is output from the right speaker 52R, the volume of the LOGO background preview sound effect will be the volume corresponding to volume level "2" (maximum 88.0 dB) rather than volume level "4."
[0282] Next, using Figure 42, we will explain the timing at which the mini character announcement is executed during the execution of the special chart change performance in the normal game state, and the timing at which the LOGO background announcement is executed during the execution of the special chart change performance in the normal game state.
[0283] First, using Figure 42 (A), we will explain the timing when only the mini character announcement is executed during the special chart variation performance that is executed based on one of the special chart 1 variation patterns "P01" to "P06". As shown in Figure 42 (A), when a predetermined time (for example, 4 seconds) has passed since the execution of the special chart variation performance started based on one of the special chart 1 variation patterns "P01" to "P06", the execution of the mini character announcement starts (timing Ta), and then the execution of the mini character announcement ends (timing Tb). Note that from the start of the execution of the mini character announcement until the execution of the mini character announcement ends, the speaker 52 (in this example, the right speaker 52R) continues to output a mini character announcement sound effect of "beep".
[0284] Next, using Figure 42 (B), we will explain the timing when only the LOGO background notice is executed during the special chart variation performance executed based on one of the special chart 1 variation patterns "P01" to "P06". As shown in Figure 42 (B), when a predetermined time (for example, 4 seconds) has passed since the execution of the special chart variation performance started based on one of the special chart 1 variation patterns "P01" to "P06", the execution of the LOGO background notice starts (timing Tc), and then the execution of the LOGO background notice ends (timing Td). Note that from the start of the execution of the LOGO background notice until the execution of the LOGO background notice ends, the LOGO background notice sound effect "Shakin" continues to be output from the speaker 52 (in this example, the left speaker 52L).
[0285] Next, using FIG. 42(C), we will explain the timing at which the mini character preview and the logo background preview are executed together during the special chart variation performance executed based on one of the special chart 1 variation patterns "P01" to "P06." As shown in FIG. 42(C), after a predetermined time (for example, 4 seconds) has elapsed since the execution of the special chart variation performance started based on one of the special chart 1 variation patterns "P01" to "P06," the execution of the mini character preview and the logo background preview starts together (timing Te), and then the execution of the mini character preview and the logo background preview ends together (timing Tf). Note that from the time the execution of the mini character preview and the logo background preview starts together until the execution of the mini character preview and the logo background preview ends together, the logo background preview sound effect "shakin" continues to be output from the left speaker 52L, and the mini character preview sound effect "picon" continues to be output from the right speaker 52R.
[0286] Next, the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect will be explained using Figures 43 to 48. The timing charts shown in Figures 43 to 48 indicate the output timing of the sound from the speaker 52 during the special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".
[0287] First, using Figure 43, we will explain the case where a mini character announcement sound effect is output from speaker 52 when a mini character announcement is executed during a special chart change performance. As shown in Figure 43, during a special chart change performance executed based on any of the special chart 1 change patterns "P01" to "P06", background music corresponding to the first normal performance mode is output from left speaker 52L and right speaker 52R. Note that the volume level of the background music corresponding to the first normal performance mode is maintained at "4", and the maximum volume corresponding to volume level "4" is output from speaker 52 at 95.0 dB.
[0288] Then, during the execution of the special chart variation effect, the execution of the mini character announcement starts, and at the same time, the output of background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character announcement sound effect from the right speaker 52R starts (timing T1). The mini character announcement sound effect is output from the right speaker 52R at a maximum volume of 95.0 dB corresponding to volume level "4" (timing T1).
[0289] If the mini character announcement continues to be executed during the execution of the special chart change effect, the mini character announcement sound effect continues to be output from the right speaker 52R at a volume (maximum 95.0 dB) corresponding to volume level "4". After that, at the same time that the execution of the mini character announcement ends during the execution of the special chart change effect, the output of the mini character announcement sound effect from the right speaker 52R ends, and background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R (timing T2). Note that the background music corresponding to the first normal presentation mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to volume level "4".
[0290] Next, using Figure 44, we will explain the case where a logo background notice sound effect is output from speaker 52 when a logo background notice is executed during a special chart change performance. As shown in Figure 44, during a special chart change performance executed based on any of the special chart 1 change patterns "P01" to "P06," background music corresponding to the first normal performance mode is output from left speaker 52L and right speaker 52R. Note that the background music corresponding to the first normal performance mode is output from speaker 52 at a maximum volume of 95.0 dB, which corresponds to volume level "4."
[0291] Then, while the special chart variation effect is being executed, the execution of the logo background announcement starts, and at the same time, the output of the background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and while the logo background announcement is being executed, the output of the logo background announcement sound effect from the left speaker 52L starts (timing T3). The logo background announcement sound effect is output from the left speaker 52L at a maximum volume of 88.0 dB, which corresponds to volume level "2" (timing T3).
[0292] If the execution of the LOGO background announcement continues during the execution of the special chart change effect, the LOGO background announcement sound effect continues to be output from the left speaker 52L at a volume corresponding to volume level "2." After that, at the same time that the execution of the mini character announcement ends during the execution of the special chart change effect, the output of the LOGO background announcement sound effect from the left speaker 52L ends, and BGM corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R (timing T4). Note that the BGM corresponding to the first normal presentation mode is output from the speaker 52 at a maximum volume of 95.0 dB, which corresponds to volume level "4."
[0293] Next, using FIG. 45, we will explain the case where the logo background preview sound effect and the mini character preview sound effect are output together from speaker 52 when the logo background preview and the mini character preview are executed together during the special chart variation performance. As shown in FIG. 45, during the special chart variation performance executed based on any of the special chart 1 variation patterns "P01" to "P06," background music corresponding to the first normal performance mode is output from left speaker 52L and right speaker 52R. Note that the background music corresponding to the first normal performance mode is output from speaker 52 at a maximum volume of 95.0 dB corresponding to volume level "4."
[0294] Then, during the special chart change performance, the mini character preview and the logo background preview are both started, and at the same time, the volume level is changed from "4" to "0," ending the output of background music corresponding to the first normal performance mode from left speaker 52L and right speaker 52R. While the logo background preview is being performed, the logo background preview sound effect begins to be output from left speaker 52L, and while the mini character preview is being performed, the mini character preview sound effect begins to be output from right speaker 52R (timing T5). The logo background preview sound effect is output from left speaker 52L at a maximum volume of 88.0 dB, corresponding to volume level "2" (timing T5). The mini character preview sound effect is output from right speaker 52R at a maximum volume of 95.0 dB, corresponding to volume level "4" (timing T5).
[0295] If the mini character preview and logo background preview are being executed continuously during the execution of the special chart change effect, the logo background preview effect continues to be output from left speaker 52L at the maximum volume corresponding to volume level "2," and the mini character preview sound effect continues to be output from right speaker 52R at the maximum volume corresponding to volume level "4." Then, when the execution of the mini character preview and logo background preview ends during the execution of the special chart change effect, the output of the mini character preview sound effect from right speaker 52R and the output of the logo background preview sound effect from left speaker 52L end, and background music corresponding to the first normal presentation mode is output from left speaker 52L and right speaker 52R (timing T6). Note that the background music corresponding to the first normal presentation mode is output from speaker 52 at the maximum volume of 95.0 dB corresponding to volume level "4."
[0296] Using Figure 46, we will explain what happens when the left and right buttons 42A are operated while a mini-character preview sound effect is being output from the right speaker 52R. As shown in Figure 46, during a special chart variation effect executed based on one of the special chart 1 variation patterns "P01" to "P06," background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. Note that the background music corresponding to the first normal presentation mode is output from the speaker 52 at a maximum volume of 95.0 dB, which corresponds to volume level "4."
[0297] Then, during the execution of the special chart variation effect, the execution of the mini character announcement starts, and at the same time, the output of background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character announcement sound effect from the right speaker 52R starts (timing T7). The mini character announcement sound effect is output from the right speaker 52R at a maximum volume of 95.0 dB corresponding to volume level "4" (timing T7).
[0298] As shown in Fig. 46, if the execution of the mini character announcement continues during the execution of the special chart variation performance, the mini character announcement sound effect continues to be output from the right speaker 52R at a volume corresponding to the volume level "4." When the left button 42l of the left and right buttons 42A is operated once (timing T8) while the mini character announcement sound effect is being output from the right speaker 52R at a volume corresponding to the volume level "4," the volume level is decreased by one step, and the volume of the mini character announcement sound effect being output from the right speaker 52R is changed from the volume corresponding to the volume level "4" (maximum 95.0 dB) to the volume corresponding to the volume level "3" (maximum 90.0 dB) (timing T8).
[0299] Next, when the mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "3" (maximum 90.0 dB) while the mini character preview is being executed, if the left button 42l of the left and right buttons 42A is operated once (timing T9), the volume level is decreased by one level, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T9).
[0300] Next, when the mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "2" (maximum 88.0 dB) while the mini character preview is being executed, if the left button 42l of the left and right buttons 42A is operated once (timing T10), the volume level is decreased by one level, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "2" (maximum 88.0 dB) to the volume corresponding to volume level "1" (maximum 85.0 dB) (timing T10).
[0301] Next, when the mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "1" (maximum 85.0 dB) while the mini character preview is being executed, if the right button 42r of the left / right buttons 42A is operated once (timing T11), the volume level is increased by one level, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "1" (maximum 85.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T11).
[0302] Then, at the same time that the execution of the mini character announcement ends during the execution of the special chart variation effect, the output of the mini character announcement sound effect from the right speaker 52R ends, and BGM corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R (timing T12). Note that BGM corresponding to the first normal presentation mode at a volume (maximum 88.0 dB) corresponding to volume level "2" is output from the speaker 52. In the pachinko gaming machine PY1 of the first embodiment, even if BGM corresponding to the first normal presentation mode is not being output from the speaker 52 during the execution of the mini character announcement, if the left or right button 42A is pressed and the volume level is changed, presentation sounds and sound effects including music (BGM, etc.) are output at the maximum volume corresponding to the changed volume level, or if an abnormality occurs in the pachinko gaming machine PY1, an alarm sound such as a siren is output.
[0303] Using Figure 47, we will explain what happens when the left and right buttons 42A are operated while the logo background preview sound effect is being output from the left speaker 52L. As shown in Figure 47, during a special chart variation performance executed based on one of the special chart 1 variation patterns "P01" to "P06," background music corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the background music corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB, which corresponds to volume level "4."
[0304] Thereafter, while the special chart variation effect is being executed, the execution of the logo background announcement begins, and at the same time, the output of the background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and the output of the logo background announcement sound effect from the left speaker 52L begins (timing T13). The logo background announcement sound effect is output from the left speaker 52L at a maximum volume of 88.0 dB, which corresponds to volume level "2" (timing T13). The current volume level is "4."
[0305] If the execution of the LOGO background notice continues during the execution of the special chart change performance, the LOGO background notice sound effect continues from left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2." When the LOGO background notice sound effect at a volume (maximum 88.0) corresponding to volume level "2" is being output from left speaker 52L, even if left button 42l of left / right buttons 42A is operated once to reduce the volume level from "4" to "3," the LOGO background notice sound effect at a volume (maximum 88.0 dB) corresponding to volume level "2" of the LOGO background notice sound effect being output from left speaker 52L continues to be output (timing T14).
[0306] Next, when the LOGO background preview sound effect is being output from the left speaker 52L at a volume level of "2" while the LOGO background preview is being executed, even if the left button 42l of the left / right button 42A is operated once to reduce the volume level from "3" to "2," the LOGO background preview sound effect continues to be output at a volume (maximum 88.0 dB) corresponding to the volume level "2" of the LOGO background preview sound effect being output from the left speaker 52L (timing T15).
[0307] Next, when a LOGO background preview sound effect at a volume level of "2" is being output from the left speaker 52L while the LOGO background preview is being executed, even if the left button 42l of the left / right button 42A is operated once to reduce the volume level from "2" to "1", the volume of the LOGO background preview sound effect being output from the left speaker 52L will continue to be "2" (timing T16).
[0308] Next, when the LOGO background preview sound effect is being output from the left speaker 52L at a volume level of "2" while the LOGO background preview is being executed, even if the right button 42r of the left / right button 42A is operated once to increase the volume level from "1" to "2," the LOGO background preview sound effect continues to be output at a volume (maximum 88.0 dB) corresponding to the volume level "2" of the LOGO background preview sound effect being output from the left speaker 52L (timing T17).
[0309] Then, at the same time that the execution of the notice ends during the execution of the special chart variable performance, the output of the LOGO background notice sound effect from the left speaker 52L ends, and BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T18). Note that BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 88.0 dB corresponding to the volume level "2" (timing T18). In the pachinko gaming machine PY1 of the first embodiment, even if BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the LOGO background notice, the volume level can be changed by pressing the left or right button 42A, so BGM corresponding to the first normal performance mode at volume level "2" is output.
[0310] Using FIG. 48, we will explain what happens when the left and right buttons 42A are operated while a mini character preview sound effect is being output from the right speaker 52R and a logo background preview sound effect is being output from the left speaker 52L. As shown in FIG. 48, during a special chart variation effect executed based on one of the special chart 1 variation patterns "P01" to "P06," background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. Note that the background music corresponding to the first normal presentation mode is output from the speaker 52 at a maximum volume of 95.0 dB, which corresponds to volume level "4."
[0311] Thereafter, during the execution of the special chart variation performance, the execution of the mini character preview and the execution of the logo background preview start together, and at the same time, the output of background music corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends (timing T19), and the output of the mini character preview sound effect from the right speaker 52R and the output of the logo background preview sound effect from the left speaker 52L start together. Note that the mini character preview sound effect output from the right speaker 52R during the execution of the mini character preview has a volume (maximum 95.0 dB) corresponding to volume level "4," and the logo background preview sound effect output from the left speaker 52L during the execution of the logo background preview has a volume (maximum 88.0 dB) corresponding to volume level "2" (timing T19).
[0312] If the mini character announcement and the logo background announcement are both being executed continuously during the special chart change performance, the mini character announcement sound effect continues from the right speaker 52R at a volume level of "4" (maximum 95.0 dB), and the logo background announcement sound effect continues from the left speaker 52L at a volume level of "2" (maximum 88.0 dB). When a mini character preview sound effect at volume level "4" is being output from the right speaker 52R and a LOGO background preview sound effect at volume level "2" is being output from the left speaker 52L, if the left button 42l of the left / right buttons 42A is operated once (timing T20), the volume of the mini character preview sound effect is decreased by one level, and the volume level of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to "4" (maximum 95.0 dB) to the volume corresponding to volume level "3" (maximum 90.0 dB), but the LOGO background preview sound effect is output from the left speaker 52L at the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T20).
[0313] When a mini character preview sound effect is output from the right speaker 52R at a volume corresponding to volume level "3" (maximum 90.0 dB) and a LOGO background preview sound effect is output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), if the left button 42l of the left and right buttons 42A is operated once (timing T21), the volume of the mini character preview sound effect is decreased by one level, and the volume of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB), but the LOGO background preview sound effect is output from the left speaker 52L at the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T21).
[0314] When a mini character preview sound effect is output from the right speaker 52R at a volume (maximum 88.0 dB) corresponding to volume level "2" and a LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," if the left button 42l of the left / right buttons 42A is operated once (timing T22), the volume of the mini character preview sound effect is decreased by one level and changed from the volume (maximum 88.0 dB) corresponding to volume level "2" of the mini character preview sound effect output from the right speaker 52R to the volume (maximum 85.0 dB) corresponding to volume level "1," but the LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2" (timing T22).
[0315] When a mini character preview sound effect is output from the right speaker 52R at a volume (maximum 85.0 dB) corresponding to volume level "1" and a LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," if the right button 42r of the left / right button 42A is operated once (timing T23), the volume level of the mini character preview sound effect is increased by one level, and the volume is changed from the volume (maximum 85.0 dB) corresponding to volume level "1" of the mini character preview sound effect output from the right speaker 52R to the volume (maximum 88.0 dB) corresponding to volume level "2," but the LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2" (timing T23).
[0316] Then, when the execution of the mini character announcement and the execution of the LOGO background announcement end together during the execution of the special chart variation presentation, the output of the mini character announcement sound effect from the right speaker 52R ends, and the output of the LOGO background announcement sound effect from the left speaker 52L ends together, and BGM corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R (timing T24). Note that the BGM corresponding to the first normal presentation mode is output from the speaker 52 at a volume (maximum 88.0 dB) corresponding to the volume level "2." In the pachinko gaming machine PY1 of the first embodiment, if the BGM corresponding to the first normal presentation mode is not being output from the speaker 52 during the execution of the mini character announcement, and the volume level is changed by pressing the left or right button 42A, the BGM corresponding to the first normal presentation mode will be output from the speaker 52 at a volume corresponding to the changed volume level.
[0317] 7-7. Example of the first embodiment 49 to 53, the preview effects (mini character preview, logo background preview) executed in the pachinko gaming machine PY1 of the first embodiment will be described. Note that in Fig. 49 to 53, the display of icons is omitted.
[0318] First, a case where a mini character announcement is made during the execution of a special chart variation effect in a normal game state and the left and right buttons 42A are not pressed will be described using Figure 49. The example of the effect shown in Figure 49 is an example of the effect when a mini character announcement is made during a special chart variation effect that is executed based on one of the special chart 1 variation patterns "P01" to "P06".
[0319] As shown in FIG. 49(A), during execution of the special symbol variation effect in the normal game state, background music corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. Note that the background music corresponding to the first normal effect mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to volume level "4." Also, as shown in FIG. 49(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 49(A), since normal variation is being performed, the display unit 50a is displaying the variation of the effect symbols EZ1 to EZ3, and also displaying the variation of the small symbols KZ1 to KZ3.
[0320] Subsequently, if a mini character announcement is executed as an announcement effect during the execution of the special symbol variation effect in the normal game state, the display proceeds to the example of the effect shown in FIG. 49(B). As shown in FIG. 49(B), if a mini character announcement is executed during the execution of the special symbol variation effect in the normal game state, a mini character image MK showing a small bear character is displayed below the display unit 50a. The mini character image MK functions as an effect image suggesting the possibility that the special symbol lottery result will be a jackpot. Also, as shown in FIG. 49(B), if a mini character announcement is executed during the execution of the special symbol variation effect in the normal game state, the volume level is changed from "4" to "0," thereby ending the output of background music corresponding to the first normal effect mode from the left speaker 52L and the right speaker 52R, and a mini character announcement sound effect (e.g., a beep) is output from the right speaker 52R. The volume of the mini character preview sound effect (for example, a beep) output from the right speaker 52R while the mini character preview is being executed is a volume corresponding to volume level "4" (maximum 95.0 dB).
[0321] Subsequently, if the execution of the mini character preview is terminated during the execution of the special symbol variation effect in the normal game state, the display proceeds to the example of the effect shown in Figure 49(C). With the completion of the execution of the mini character preview in the special symbol variation effect, the display of the mini character image MK on the display unit 50a ends, the output of the mini character preview sound effect (e.g., a beep) from the right speaker 52R ends, and background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal presentation mode output from the left speaker 52L and the right speaker 52R is a volume corresponding to volume level "4" (maximum 95.0 dB). Also, as shown in Figure 49(C), because normal variation is being performed, the display unit 50a displays the variation of the presentation symbols EZ1 to EZ3, and also displays the variation of the small symbols KZ1 to KZ3.
[0322] Next, a case where a mini character announcement is made during execution of a special chart variation effect in a normal game state and the left and right buttons 42A are pressed will be described using Figure 50. The example of the effect shown in Figure 50 is an example of the effect when a mini character announcement is made during a special chart variation effect that is executed based on one of the special chart 1 variation patterns "P01" to "P06".
[0323] As shown in FIG. 50(A), during execution of the special symbol variation effect in the normal game state, background music corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal effect mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to volume level "4." Also, as shown in FIG. 50(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 50(A), since normal variation is being performed, the display unit 50a is displaying the variation of the effect symbols EZ1 to EZ3, and also displaying the variation of the small symbols KZ1 to KZ3.
[0324] Thereafter, when a mini character announcement is executed as an announcement effect during execution of a special chart variation effect in the normal game state, a mini character image MK is displayed below the display unit 50a. When a mini character announcement is executed during execution of a special chart variation effect in the normal game state, output of background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and a mini character announcement sound effect (e.g., a beep) is output from the right speaker 52R. The volume of the mini character announcement sound effect (e.g., a beep) output from the right speaker 52R during execution of the mini character announcement is a volume (maximum 88.0 dB) corresponding to volume level "2."
[0325] When a miniature character announcement is executed during a special symbol variation effect during normal game play, and a miniature character announcement sound effect (e.g., a beep) is being output from the right speaker 52R at a volume corresponding to volume level "4" (maximum 95.0 dB), operating the left button 42l of the left / right buttons 42A once decreases the volume level by one level, changing the volume of the miniature character announcement sound effect being output from the right speaker 52R from the volume corresponding to volume level "4" (maximum 95.0 dB) to the volume corresponding to volume level "3" (maximum 90.0 dB), and a volume level image G20 representing volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a. Specifically, the volume indicator G20b changes from an aspect indicating volume level "4" to an aspect indicating volume level "3." Then, if five seconds pass without the left / right button 42A being operated, the volume level image G20 disappears.
[0326] Then, if the mini character preview ends during the execution of the special symbol variation effect in the normal game mode, the display proceeds to the example of FIG. 50(C). When the mini character preview ends during the special symbol variation effect, the display of the mini character image MK on the display unit 50a ends, the output of the mini character preview sound effect (e.g., a beep) from the right speaker 52R ends, and background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal presentation mode output from the left speaker 52L and the right speaker 52R is a volume corresponding to volume level "3" (maximum 90.0 dB). Also, as shown in FIG. 50(C), because normal variation is being performed, the display unit 50a displays the variation of the presentation symbols EZ1 to EZ3, and also displays the variation of the small symbols KZ1 to KZ3.
[0327] Next, a case where a LOGO background notice is executed during the execution of a special chart variation effect in a normal game state and the left and right buttons 42A are not pressed will be described using Figure 51. The example of the effect shown in Figure 51 is an example of the effect when a LOGO background notice is executed during a special chart variation effect that is executed based on one of the special chart 1 variation patterns "P01" to "P06".
[0328] As shown in FIG. 51(A), during execution of the special symbol variation effect in the normal game state, background music corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal effect mode output from the speaker 52 is maintained at a volume (maximum 95.0 dB) corresponding to volume level "4." Also, as shown in FIG. 51(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 51(A), since normal variation is being performed, the display unit 50a is displaying the variation of the effect symbols EZ1 to EZ3, and also displaying the variation of the small symbols KZ1 to KZ3.
[0329] Thereafter, when a LOGO background announcement is executed as an announcement during the execution of the special chart variation effect in the normal game state, the normal daytime background image G102 displayed on the display unit 50a (see FIG. 51(A)) is replaced by a LOGO background announcement background image G209 in which the main character LOGO is engaged in a battle (see FIG. 51(B) and FIG. 51(C)). The LOGO background announcement background image G209 is composed of a video in which the main character LOGO is engaged in a battle. The story content of the video related to the LOGO background announcement background image G209 can be set appropriately. The LOGO background announcement background image G209 functions as a background image that suggests the possibility that the special chart lottery result will be a jackpot. 51(B), when a LOGO background announcement is made during execution of a special chart variation presentation in a normal game state, output of the background music corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and a LOGO background announcement sound effect (for example, a "shakin" sound) is output from the left speaker 52L. Note that the volume of the LOGO background announcement sound effect (for example, a "shakin" sound) output from the left speaker 52L during execution of the LOGO background announcement is a volume (maximum 88.0 dB) corresponding to volume level "2."
[0330] Subsequently, when the execution of the LOGO background announcement is terminated during the execution of the special symbol variation effect in the normal game state, the display of the LOGO background announcement background image G209 on the display unit 50a ends, the output of the LOGO background announcement sound effect (e.g., "Shakin") from the left speaker 52L ends, and the background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal presentation mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to volume level "4" (maximum 95.0 dB). After the LOGO background announcement ends, the special symbol variation effect progresses to N Reach.
[0331] Next, a case where a LOGO background notice is executed during the execution of a special chart variation effect in a normal game state and the left and right buttons 42A are not pressed will be described using Figure 52. The example of the effect shown in Figure 52 is an example of the effect when a LOGO background notice is executed during a special chart variation effect that is executed based on one of the special chart 1 variation patterns "P01" to "P06".
[0332] As shown in FIG. 52(A), during execution of the special symbol variation effect in the normal game state, background music corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal effect mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to volume level "4." Also, as shown in FIG. 52(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 52(A), since normal variation is being performed, the display unit 50a is displaying the variation of the effect symbols EZ1 to EZ3, and also displaying the variation of the small symbols KZ1 to KZ3.
[0333] Thereafter, when a LOGO background announcement is executed as an announcement effect during the execution of a special symbol variation effect in the normal game state, the daytime normal background image G102 displayed on the display unit 50a (see FIG. 52(A)) is replaced with a LOGO background announcement background image G209 showing the main character LOGO engaged in battle (see FIG. 52(B) and FIG. 52(C)). When a LOGO background announcement is executed during the execution of a special symbol variation effect in the normal game state, the output of the BGM corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and a LOGO background announcement sound effect (e.g., a "shakin" sound) is output from the left speaker 52L. The volume of the LOGO background announcement sound effect (e.g., a "shakin" sound) output from the left speaker 52L during the execution of the LOGO background announcement is a volume (maximum 88.0 dB) corresponding to volume level "2."
[0334] 52(B), when a logo background warning sound effect (e.g., a "shake-in" sound) is being output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," pressing the left button 42l of the left / right buttons 42A once reduces the volume level by one level from "4" to "3," and a volume level image G20 representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a. As a result, the volume level image G20 representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a, allowing the player to understand that the volume level has been reduced by one level from "4" to "3." On the other hand, when a logo background preview sound effect (e.g., a "shake-in") is output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), even if the left button 42l of the left / right button 42A is pressed once, the volume of the logo background preview sound effect (e.g., a "shake-in") being output from the left speaker 52L will not change from the volume corresponding to volume level "2" (maximum 88.0 dB).
[0335] 52(C), if a logo background warning sound effect (e.g., a "shake-in" sound) is being output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "3," and the left button 42l of the left / right button 42A is pressed twice in succession again within five seconds of the last time the left / right button 42A was pressed, the volume level is reduced by two levels from "3" to "1," and the volume level image G20 representing the volume level "3" displayed in the volume image display area 50g1 of the display unit 50a is changed to the volume level image G20 representing the volume level "1." As a result, the volume level image G20 representing the volume level "1" is displayed in the volume image display area 50g1 of the display unit 50a, allowing the player to understand that the volume level has been reduced by one level from "2" to "1." On the other hand, when a logo background preview sound effect (e.g., a "shake-in") is output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), even if the left button 42l of the left / right button 42A is pressed once, the volume of the logo background preview sound effect (e.g., a "shake-in") being output from the left speaker 52L will not change from the volume corresponding to volume level "2" (maximum 88.0 dB).
[0336] Subsequently, when the execution of the LOGO background announcement is terminated during the execution of the special symbol variation effect in the normal game state, the display of the LOGO background announcement background image G209 on the display unit 50a ends, the output of the LOGO background announcement sound effect (e.g., Shakin) from the left speaker 52L ends, and the background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. Note that the volume of the background music corresponding to the first normal presentation mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to volume level "1" (maximum 90.0 dB). After the LOGO background announcement ends, the special symbol variation effect progresses to N Reach.
[0337] Next, a case where a mini character announcement and a LOGO background announcement are performed together during the execution of a special chart variation performance in a normal game state and the left and right buttons 42A are not pressed will be described using Figure 53. The performance example shown in Figure 53 is a performance example in which a LOGO background announcement and a mini character announcement are performed during a special chart variation performance that is performed based on one of the special chart 1 variation patterns "P01" to "P06".
[0338] As shown in FIG. 53(A), during execution of the special symbol variation effect in the normal game state, background music corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. The volume of the background music corresponding to the first normal effect mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to volume level "4." Also, as shown in FIG. 53(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 53(A), since normal variation is being performed, the variation display of the effect symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.
[0339] Thereafter, when a mini character announcement and a LOGO background announcement are executed as announcement effects during execution of a special chart variation effect in a normal game state, the daytime normal background image G102 displayed on the display unit 50a (see FIG. 53(A)) is replaced by a LOGO background announcement background image G209 in which the main character LOGO is battling (see FIG. 53(B) and FIG. 53(C)), and a mini character image MK is displayed below the display unit 50a. When a LOGO background announcement is executed during execution of a special chart variation effect in a normal game state, the output of BGM corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends, and a mini character announcement sound effect (e.g., a beep) is output from the right speaker 52R, and a LOGO background announcement sound effect (e.g., a bang) is output from the left speaker 52L. The volume of the mini character preview sound effect (e.g., beep) output from the right speaker 52R while the mini character preview is being executed is a volume corresponding to volume level "4" (maximum 95.0 dB). On the other hand, the volume of the logo background preview sound effect (e.g., shake) output from the left speaker 52L while the logo background preview is being executed is a volume corresponding to volume level "2" (maximum 88.0 dB).
[0340] As shown in Figure 53 (B), when a mini character preview sound effect (e.g., a beep) is being output from the right speaker 52R at a volume corresponding to volume level "4" (maximum 95.0 dB) and a LOGO background preview sound effect (e.g., a shudder) is being output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), if the left button 42l of the left and right buttons 42A is pressed once, the volume of the mini character preview sound effect is decreased by one level, and the volume of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to volume level "4" (maximum 95.0 dB) to the volume corresponding to volume level "3" (maximum 90.0 dB), but the volume of the LOGO background preview sound effect remains at the volume corresponding to volume level "2" (maximum 88.0 dB). In addition, when the left button 42l of the left / right button 42A is pressed once, the volume level is changed from "4" to "3", and a volume level image G20 representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a.
[0341] Next, when a mini-character preview sound effect (e.g., a beep) is being output from right speaker 52R at a volume corresponding to volume level "3" (maximum 90.0 dB) and a logo background preview sound effect (e.g., a "shakin" sound) is being output from left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), if left button 42l of left / right button 42A is pressed twice in succession within five seconds of the last time left / right button 42A was operated, the volume of the mini-character preview sound effect is decreased by two levels, changing the volume level from "3" to "1." As a result, the volume of the mini-character preview sound effect is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "1" (maximum 85.0 dB). However, even after the volume level is changed, the volume of the logo background preview sound effect remains at the volume corresponding to volume level "2" (maximum 88.0 dB). In addition, as the volume level is changed from "3" to "1," a volume level image G20 in a manner representing the volume level "1" is displayed in the volume image display area 50g1 of the display unit 50a. When a logo background preview sound effect (e.g., "shakin" sound) at a volume (maximum 88.0 dB) corresponding to the volume level "2" is output from the left speaker 52L, the volume level is changed from "3" to "1" and the volume of the mini character preview sound effect is reduced, so that the logo background preview sound effect (e.g., "shakin" sound) can be heard more clearly than the mini character preview sound effect, making it possible to grasp that the likelihood of a jackpot is high.
[0342] Subsequently, when the mini character announcement and the logo background announcement are completed during the execution of the special symbol variation effect in the normal game mode, the display of the logo background announcement background image G209 on the display unit 50a ends, the display of the mini character image MK also ends, the output of the logo background announcement sound effect (e.g., a "shakin" sound) from the left speaker 52L ends, the output of the mini character announcement sound effect (e.g., a "beep") from the right speaker 52R ends, and the background music corresponding to the first normal presentation mode is output from the left speaker 52L and the right speaker 52R. Note that the volume of the background music corresponding to the first normal presentation mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to volume level "1" (maximum 85.0 dB). After the logo background announcement ends, the special symbol variation effect progresses to N Reach.
[0343] 7-6. Control of performance by performance control microcomputer 121 of the first embodiment Next, the control of the performance by the performance control microcomputer 121 of the first embodiment will be explained using Figures 54 and 55.
[0344] [1. Received command analysis process] First, the received command analysis process (S4201) of this embodiment will be described in detail. As shown in FIG. 54, in the received command analysis process (S4201), the performance control microcomputer 121 first determines whether or not a start winning command (first start winning command or second start winning command) has been received from the main control board 100 (S4301). If a start winning command has been received, the performance control microcomputer 121 performs a start winning process (S4302). In the start winning process (S4302), the performance control microcomputer 121 stores the received start winning command in the performance RAM 124. Next, the performance control microcomputer 121 analyzes the stored start winning command and determines whether or not to execute a pre-reading effect indicating the likelihood of a jackpot. Pre-reading effects include a reserved icon preview, which displays a reserved icon in a special format, as well as a continuous preview effect, which is performed over multiple consecutive display changes of special symbols. When it is decided to execute these look-ahead effects, a look-ahead effect start command for executing the decided effect is set in the output buffer of the effect RAM 124.
[0345] When the look-ahead performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a look-ahead performance using the image on the display unit 50a of the image display device 50. Furthermore, while the look-ahead performance using the image is being performed by the image control board 140, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 (to perform the look-ahead performance using sound) in accordance with the look-ahead performance content indicated by the look-ahead performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the lamp control circuit 151 (to perform the look-ahead performance using light emission), and can operate the on-board movable body 55k and the below-board movable body 56k (to perform the look-ahead performance using movement).
[0346] Next, the performance control microcomputer 121 determines whether or not it has received a special chart change start command (special chart 1 change start command or special chart 2 change start command) from the main control board 100 (S4304), and if it has received it performs the change performance start processing described below (S4305).
[0347] Next, the performance control microcomputer 121 determines whether or not a special symbol variation stop command has been received from the main control board 100 (S4305), and if so, performs a variation performance end process (S4306). In the variation performance end process (S4306), the performance control microcomputer 121 ends the special symbol variation performance (stops the variation display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3, and performs a stop display).
[0348] In the variable performance end process (S4306), the performance control microcomputer 121 analyzes the special symbol variation stop command, and based on the analysis result, sets a special symbol variation performance end command to end the special symbol variation performance appropriately (stop the variable display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3) in the output buffer of the performance RAM 124. When the image control board 140 receives the special symbol variation performance end command, it ends the special symbol variation performance that is being executed (stops the variable performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3).
[0349] The performance control microcomputer 121 of the first embodiment determines whether a left button detection signal or a right button detection signal has been received (S4321). If a left button detection signal or a right button detection signal has been received (YES in S4321), in a user volume level change process (S4322), the volume level is changed based on the currently set volume level stored in the volume storage unit 128 and whether the received detection signal is a left button detection signal or a right button detection signal, and the changed volume level is stored in the volume storage unit 128. Next, in step S4322, if the performance control microcomputer 121 determines that the volume level image G20 is not being displayed on the display unit 50a, when the volume level image display start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and displays the volume level image G20 on the display unit 50a of the image display device 50 in a manner that represents the current volume level stored in the volume memory unit 128. On the other hand, in step S4322, if the performance control microcomputer 121 determines that the volume level image G20 is being displayed on the display unit 50a after storing the changed volume level in the volume memory unit 128, when the volume level image change command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and changes the appearance of the volume level image G20 displayed on the display unit 50a of the image display device 50 to an appearance that represents the current volume level stored in the volume memory unit 128.
[0350] Next, the performance control microcomputer 121 of the first embodiment determines whether or not an up button detection signal or a down button detection signal has been received (S4323). If an up button detection signal or a down button detection signal has been received (YES in S4323), in a user light intensity level change process (S4324), the light level is changed based on the currently set light intensity level stored in the light intensity storage unit 129 and whether the received detection signal is an up button detection signal or a down button detection signal, and the changed light intensity level is stored in the light intensity storage unit 129. Next, in step S4324, if the performance control microcomputer 121 determines that the light intensity level image G21 is not being displayed on the display unit 50a, it sets a light intensity level image display start command in the output buffer of the performance RAM 124. When the light intensity level image display start command is set in the output buffer of the performance RAM 124, it is sent to the image control board 140 by command sending processing (S4004), and the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and displays, on the display unit 50a of the image display device 50, a light intensity level image G21 in a form that represents the current light intensity level stored in the light intensity storage unit 129. On the other hand, in step S4324, if the performance control microcomputer 121 determines that the light intensity level image G21 is being displayed on the display unit 50a after storing the changed light intensity level in the light intensity storage unit 129, it sets the output buffer of the performance RAM 124 to the light intensity level image change command. When the light intensity level image change command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and changes the appearance of the light intensity level image G21 displayed on the display unit 50a of the image display device 50 to an appearance representing the current light intensity level stored in the light intensity memory unit 129.
[0351] Next, the effect control microcomputer 121 determines whether an opening command has been received from the main control board 100 (S4307), and if so, performs opening effect selection processing (S4307). In the opening effect selection processing (S4308), the opening command is analyzed, and based on the analysis results, a pattern (content) of the opening effect to be executed during the opening of the jackpot game is selected. Then, an opening effect start command for starting the opening effect with the selected opening effect pattern is set in the output buffer of the effect RAM 124.
[0352] Next, the effect control microcomputer 121 determines whether or not a round game command has been received from the main control board 100 (S4309), and if so, performs round effect selection processing (S4309). In the round effect selection processing (S4309), the round game command is analyzed, and a round effect pattern (contents) to be executed during the round game of the jackpot game is selected based on the analysis result. Then, a round effect start command for starting the round effect with the selected round effect pattern is set in the output buffer of the effect RAM 124. Furthermore, while the image-based round presentation performed by the image control board 140 is being performed, the presentation control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 in accordance with the content of the jackpot round presentation indicated by the round presentation start command sent to the image control board 140, and can also light up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, and can operate the above-board movable body 55k and the below-board movable body 56k. Additionally, while the image-based round presentation performed by the image control board 140 is being performed, the presentation control microcomputer 121 can perform operation presentations using the operation means (first normal button 40, second normal button 43, special button 41) in accordance with the content of the jackpot round presentation indicated by the round presentation start command sent to the image control board 140.
[0353] Next, the effect control microcomputer 121 determines whether or not an ending command has been received from the main control board 100 (S4311), and if so, performs ending effect selection processing (S4311). In the ending effect selection processing (S4312), the effect control microcomputer 121 analyzes the ending command and, based on the analysis results, selects a jackpot ending effect pattern (contents) to be executed during the ending of the jackpot game. Then, a jackpot ending effect start command for starting the ending effect with the selected jackpot ending effect pattern is set in the output buffer of the effect RAM 124.
[0354] When the jackpot ending effect start command set in the output buffer of the effect RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined effect image from the image ROM 142 and performs the jackpot ending effect on the display unit 50a of the image display device 50. Furthermore, while the jackpot ending effect using images is being performed by the image control board 140, the effect control microcomputer 121 outputs sound from the speaker 52 via the sound control circuit 161 in accordance with the jackpot ending effect content indicated by the jackpot ending effect start command sent to the image control board 140, and can also light up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, and operate the above-board movable body 55k and the below-board movable body 56k. In addition, while the jackpot ending presentation using images is being performed by the image control board 140, the presentation control microcomputer 121 can perform operation presentations using the operation means (first normal button 40, second normal button 43, special button 41) according to the content of the jackpot ending presentation indicated by the jackpot ending presentation start command sent to the image control board 140.
[0355] Next, the performance control microcomputer 121 performs other processing (S4313) based on received commands other than the above commands (for example, processing for performing performances associated with the variable display of normal symbols, etc.), and then ends the received command analysis processing (S4201).
[0356] [2. Variable performance start processing] As shown in Figure 55, in the first embodiment of the variable effect start process (S4305), first, the effect control microcomputer 121 analyzes the variable effect start command (S4501). The variable effect start command includes information on the variable effect pattern (Figures 11 and 12) and information on the special symbol stop pattern data based on the determination of the jackpot, etc.
[0357] Next, the performance control microcomputer 121 selects the performance symbol EZ to be finally displayed in the special symbol variation performance (S4502). Specifically, the performance symbol determination random number is acquired, and one table is selected from multiple tables classified according to whether or not a reach is reached, based on the analysis results of the variation start command. The selected table is used to determine the acquired performance symbol determination random number, thereby selecting the performance symbol. This determines the combination of performance symbols EZ1, EZ2, and EZ3 (e.g., "7-7-7") that will finally be displayed in the special symbol variation performance. Note that the performance control microcomputer 121 also selects the small symbol KZ to be finally displayed in the special symbol variation performance in the variation performance start process (S4304). Specifically, the performance control microcomputer 121 acquires the small symbol determination random number, selects one table based on the analysis results of the variation start command, and uses the selected table to determine the acquired small symbol determination random number, thereby selecting the small symbol. This determines the combination of small symbols KZ1, KZ2, and KZ3 (for example, "7·7·7") that will ultimately be stopped and displayed.
[0358] Next, in the special symbol variation display pattern selection process (S4503), the display control microcomputer 121 selects a special symbol variation display pattern determination table for determining a sub-variation pattern associated with the display content of the special symbol variation display, based on the currently set display mode and the special symbol variation pattern indicated by the special symbol variation start command. A plurality of special symbol variation display pattern determination tables are provided in association with the display mode and the special symbol variation pattern. Therefore, the display control microcomputer 121 selects one sub-variation pattern determination table associated with the special symbol variation pattern. In each sub-variation pattern determination table, the value of the special symbol variation display pattern determination random number (special symbol variation display pattern determination value) is allocated to one or more sub-variation patterns at a predetermined allocation rate (%). Next, the display control microcomputer 121 acquires the value indicated by the sub-variation pattern determination random number counter as a special symbol variation display pattern determination random number, and performs special symbol variation display pattern determination based on the acquired sub-variation pattern determination random number. The random number used to determine the sub-variation pattern takes a value in the range of "0" to "99".
[0359] In determining the sub-variation pattern, the performance control microcomputer 121 collates the acquired random number for determining the sub-variation pattern with the selected sub-variation pattern table, determines the sub-variation pattern, sets data representing the determined sub-variation pattern in the performance RAM 124, and sets a special symbol variation performance start command indicating the sub-variation pattern in the output buffer of the performance RAM 124. Once the sub-variation pattern is determined, the details of the special symbol variation performance, including the time of variation performance, the variation display mode of the performance symbol, whether or not there is a reach performance, the content of the reach performance, whether or not there is an operation performance, the content of the operation performance, the performance development configuration, and the type of background of the performance symbol, are determined.
[0360] Next, the performance control microcomputer 121 selects a preview performance in the preview performance selection process (S4504). Specifically, a random number for preview performance determination is acquired, and one table is selected from multiple tables classified according to the presence or absence of a reach based on the analysis result of the special chart variation start command, and the preview performance is selected by determining the acquired random number for preview performance determination using the selected table. This determines the content of the preview performance, such as a so-called step-up preview performance, a chance-up preview performance, a mini-character preview, or a logo background preview.
[0361] Examples of advance notice effects include a line announcement in a gold frame indicating a high expectation of winning the jackpot (expected winning probability), a line announcement in a green frame indicating a medium expected winning probability, a line announcement in a blue frame indicating a lower expected winning probability, etc. In other words, an advance notice effect is an effect that shows the player the expected winning probability before the final winning or losing notification by the effect pattern EZ.
[0362] In the first embodiment, the microcomputer 121 for effect control acquires a random number for determining the preview effect in the preview effect selection process (S4504), and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state and selects the mini character preview lottery table (Figure 56), it determines whether or not to execute a mini character preview as the preview effect based on the special chart 1 change pattern in the non-time-saving state and the mini character preview lottery table (Figure 56), and selects that mini character preview.
[0363] Specifically, in the preview performance selection process (S4504), the performance control microcomputer 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P01", executes the mini character preview 70% of the time and does not execute it 30% of the time.
[0364] In the preview performance selection process (S4504), the performance control microcomputer 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P02", executes the mini character preview 60% of the time and does not execute it 40% of the time.
[0365] In the preview performance selection process (S4504), the performance control microcomputer 121 obtains a random number for determining the preview performance, and i...
Claims
1. a game control means capable of controlling a special game state advantageous to a player based on the establishment of a predetermined condition; A performance control means capable of executing a suggestive performance suggesting a possibility of being controlled to the special game state; In a gaming machine having a sound output means capable of outputting a performance sound corresponding to the suggestion performance, The sound output means includes a first sound output means and a second sound output means, The performance control means includes: A gaming machine characterized in that, during execution of the suggestive effect, the possibility of being controlled into the special game state is suggested by a sound effect output from the first sound output means and a sound effect output from the second sound output means.
2. 2. The gaming machine according to claim 1, The performance control means includes: A gaming machine characterized in that, during execution of the suggestion effect, the possibility of being controlled into the special game state can be suggested by a combination of the output mode of the effect sound output from the first sound output means and the output mode of the effect sound output from the second sound output means.
3. 3. The gaming machine according to claim 2, A combination of an output mode of the effect sound output from the first sound output means and an output mode of the effect sound output from the second sound output means includes a first combination and a second combination which suggests that there is a higher possibility of being controlled to the special game state than the first combination, The performance control means includes: A gaming machine characterized in that, during execution of the suggestion effect, the combination of the output mode of the effect sound output from the first sound output means and the output mode of the effect sound output from the second sound output means can be changed from the first combination to the second combination.
4. 4. The gaming machine according to claim 3, The performance control means includes: In the suggestion performance, a plurality of performances can be advanced in stages, A gaming machine characterized in that, when progressing from a predetermined stage of the suggestive performance to a next stage of the suggestive performance, the combination of the output mode of the performance sound output from the first sound output means and the output mode of the performance sound output from the second sound output means can be changed from the first combination to the second combination.
5. 2. The gaming machine according to claim 1, The performance control means includes: In a case where the first sound output means and the second sound output means are causing the performance sound to be output during execution of the suggestion performance, the output of the performance sound from the second sound output means may be terminated while the output of the performance sound from the first sound output means is continued, A gaming machine characterized in that the likelihood of being controlled to the special game state is higher when the output of the effect sound from the first sound output means continues while the output of the effect sound from the second sound output means is terminated during execution of the suggestive effect than when effect sounds are output from the first sound output means and the second sound output means during execution of the suggestive effect.
6. 6. The gaming machine according to claim 5, The performance control means includes: In the suggestion performance, a plurality of performances can be advanced in stages, A gaming machine characterized in that, when effect sounds are output from the first sound output means and the second sound output means, when the suggestion effect progresses from a predetermined stage to a next stage of the suggestion effect, the output of the effect sound from the second sound output means may be terminated while the output of the effect sound from the first sound output means is continued.
Citation Information
Patent Citations
Pinball game machine
JP2004298425A
Cited By
Game machine
JP2025092628A