Game machine
The gaming machine enhances player interaction by requiring specific operational actions and providing explanatory information, addressing the challenge of passive operation unit engagement.
Patent Information
- Application Number
- JP2024027707
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-27
- Publication Date
- 2025-09-08
Smart Images

Figure 2025130501000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine in which games are played using gaming media such as gaming balls and gaming medals. [Background technology]
[0002] Known gaming machines include pachinko machines, in which players play by firing game balls toward a game area formed on a game board, and slot machines, in which players play by rotating a reel with multiple types of patterns painted on its outer surface and stopping the reel.
[0003] Naturally, such gaming machines are provided with operation units necessary for the progress of the game. For example, a pachinko machine is provided with a launch handle for launching game balls, and a slot machine is provided with a start lever for starting the rotation of the reel and a stop button for stopping the reel.
[0004] In recent years, there are gaming machines that are equipped with various operation units in addition to the above operation unit. For example, there are pachinko machines that are equipped with a stop button for stopping the release of game balls and a right-hit button for performing a right-hit (Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-103044 Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the above-mentioned conventional technology, although various operation units are provided, there is a problem in that it is difficult to say that these operation units are actively operated by the player.
[0007] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming machine that makes it easy for players to actively operate the operating units provided. [Means for solving the problem]
[0008] In order to solve at least part of the above-mentioned problems, the gaming machine of the present invention employs the following configuration: A gaming machine for playing games using gaming media, At least a first operation and a second operation can be accepted as operations by a player, A specific process can be executed based on the second operation being performed, When the first operation is performed, explanatory information that explains the specific process can be output. It is characterized by:
[0009] In addition, the gaming machine of the present invention is The device is provided with an operation unit capable of performing an operation in a specific direction by a specific amount, the second operation is an operation of the operation unit in the specific direction by the specific amount, The first operation is an operation on the operation unit in the specific direction, and is an operation of an intermediate amount less than the specific amount. This may also be the case.
[0010] In addition, the gaming machine of the present invention is The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation in a second period, The first operation is the specific operation in a first period. This may also be the case.
[0011] In addition, the gaming machine of the present invention is The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation continued for a specific time period, The first operation is the specific operation that does not continue for the specific time period. This may also be the case.
[0012] In addition, the gaming machine of the present invention is The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of launching a game ball so that the game ball flows down a specific area of the game area. This may also be the case.
[0013] In addition, the gaming machine of the present invention is The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of stopping the launch of the game ball. This may also be the case.
[0014] In addition, the gaming machine of the present invention is The specific processing is This is a process of outputting game result information to an external device of the gaming machine in order to display the game results on the external device of the gaming machine. This may also be the case. [Effects of the Invention]
[0015] According to the present invention, it is possible to provide a gaming machine in which the operating section provided can be made easy for a player to actively operate. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is a front view of a pachinko machine 1 according to the present embodiment. [Figure 2] 1 is an explanatory diagram showing the surface configuration of the game board 20 of this embodiment. [Figure 3] 1 is a block diagram showing the configuration of a control circuit in a pachinko machine 1 of the present embodiment. [Figure 4] FIG. 2 is an explanatory diagram showing the configuration of a segment display unit 50 of the present embodiment. [Figure 5]An explanatory diagram showing the types of jackpot games in this embodiment. [Figure 6] An explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. [Figure 7] 10 is a flowchart showing a game control process executed by the CPU 201 of the main control board 200 of this embodiment. [Figure 8] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 9] An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 10] 10 is a flowchart showing the performance control process executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 11] 10 is an explanatory diagram showing the processing corresponding to received commands, etc., of the CPU 221 of the sub-control board 220 of this embodiment. [Figure 12] FIG. 10 is an explanatory diagram showing the execution probability of the "character effects" in this embodiment. [Figure 13] FIG. 10 is an explanatory diagram showing types of "operation acceptance periods" in the present embodiment. [Figure 14] FIG. 10 is an explanatory diagram showing the setting probability of the "operation acceptance period" in this embodiment. [Figure 15] This is an explanatory diagram showing the expected probability of a jackpot for the ``character effects'' corresponding to the types of ``operation acceptance periods'' in this embodiment. [Figure 16] An explanatory diagram showing the execution timing of the "premonition effect" in this embodiment. [Figure 17] 10 is a flowchart showing the "premonition effect execution process" executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 18] An explanatory diagram showing the execution probability of the "premonition effect" corresponding to the type of "operation acceptance period" in this embodiment. [Figure 19] FIG. 10 is an explanatory diagram showing a first modified example. [Figure 20] FIG. 10 is an explanatory diagram showing a second modified example. [Figure 21] FIG. 10 is an explanatory diagram showing a fourth modified example. [Figure 22]10 is an explanatory diagram showing "output of explanatory information" and "execution of specific processing" when the stop button SB is operated. FIG. [Figure 23] An explanatory diagram showing "output of explanatory information" and "execution of specific processing" when the right hit button RB is operated. [Figure 24] An explanatory diagram showing "output of explanatory information" and "execution of specific processing" when the effect button 10a is operated. [Figure 25] 10 is an explanatory diagram showing "output of explanatory information" and "execution of specific processing" when an external output button OB is operated. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0017] In order to clarify the content of the present invention described above, an embodiment in which the present invention is applied to a pachinko machine (gaming machine) of the type known as a "Seven Machine" or "Digipachi" will be described. In the embodiment, unless otherwise specified, the right side when facing the front of the pachinko machine will be referred to as the "right" and the left side will be referred to as the "left."
[0018] The following examples will be described in the following order. A. Pachinko machine configuration: A-1. Front side configuration: A-2. Game board configuration: A-3. Control circuit configuration: B. Game Contents: C. Game Control Processing: D. Performance control processing: E. Directions related to the operation of the direction control unit: E-1. Character Design: E-2. Operation acceptance period: E-3. Operation reminder: E-4. Character performance probability: E-5. Premonition: F. Variations: F-1. Variation 1: F-2. Variation 2: F-3. Variation 3: F-4. Variation 4: G.Stop button: G-1. Description information output format 1: G-2. Description information output format 2: G-3. Description information output mode 3: H. Right Hit Button: H-1. Description information output mode 1: H-2. Description information output mode 2: H-3. Description information output mode 3: I. Performance button: I-1. Description information output mode 1: I-2. Description information output mode 2: I-3. Description information output mode 3: J. External Output Button: J-1. Description information output format 1: J-2. Description information output format 2: J-3. Description information output mode 3:
[0019] A. Pachinko machine configuration: A-1. Front side configuration: FIG. 1 is a front view of a pachinko machine 1 of this embodiment. As shown in FIG. 1, a front frame 4 is provided on the front portion of the pachinko machine 1. One end (the left side in FIG. 1) of the front frame 4 is rotatably supported relative to the middle frame 3. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3, and when the front frame 4 is rotated (opened) toward the front of the pachinko machine 1 relative to the middle frame 3, the game board 20 becomes exposed. One end (the left side in FIG. 1) of the middle frame 3 is rotatably supported relative to the main frame 2. The main frame 2 is a substantially rectangular frame formed by assembling wooden plate-like members, and forms the outer frame of the pachinko machine 1.
[0020] A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b, such as a glass plate, is fitted into this window 4a. A player can view the game area of the game board 20 located at the back through the window 4a (transparent plate 4b). In addition, a small window 4c is formed to the lower right of the window 4a in the front frame 4, and a transparent plate 4d, such as a synthetic resin plate, is fitted into this small window 4c. A player can view the segment display unit of the game board 20 located at the back through the small window 4c (transparent plate 4d). As will be described in more detail below, the segment display unit is a display unit that displays game-related information using a combination of multiple LEDs.
[0021] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. In addition, upper speakers 6a are provided on the left and right above the window 4a in the front frame 4, and a lower speaker 6b is provided on the front surface of the lower part of the main body frame 2. The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects during the game.
[0022] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls that are loaned out via the card unit 242 (see FIG. 3) and game balls that are paid out from the pachinko machine 1. In addition, a lower tray section 8 is provided below the upper tray section 7, and stores game balls that are loaned out in excess of the capacity of the upper tray section 7 and game balls that are paid out in excess of the capacity of the upper tray section 7.
[0023] A launch handle 9 is provided to the right of the lower tray 8 on the front frame 4. The rotation axis of the launch handle 9 is connected to a launcher unit 261 (see Figure 3) mounted on the rear side of the launch handle 9. Gaming balls stored in the upper tray 7 are supplied to this launcher unit 261. When a player rotates the launch handle 9, the rotation is transmitted to the launcher unit 261, which rotates a launch motor built into the launcher unit 261, and the gaming balls are launched with a strength according to the angle of rotation.
[0024] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pressed or rotated (spinned) by the player is provided on the left side of the lower tray 8. These effect buttons 10a and jog shuttle 10b are all effect operation units (operation units) operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed. Also, although not shown, a direction button 10c is provided on the edge of the upper tray 7 to the left of the effect button 10a. The direction button 10c is composed of four buttons (up button, down button, left button, right button) corresponding to the up, down, left, and right directions. These effect buttons 10a, jog shuttle 10b, and directional button 10c are all effect operation units operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.
[0025] A-2. Game board configuration: FIG. 2 is an explanatory diagram showing the surface configuration of the gaming board 20. As mentioned above, the gaming board 20 is detachably attached to the front side of the middle frame 3. As shown in FIG. 2, a substantially circular gaming area 21 is formed in the center of the gaming board 20. Gaming balls launched from the launcher unit 261 (see FIG. 3) are released into the gaming area 21 through the gap between the outer rail 22 and the inner rail 23, and flow downward from the top to the bottom of the gaming area 21. The gaming area 21 can be seen by a player through the window 4a of the front frame 4, and so naturally, the appearance of the gaming balls flowing downward in the gaming area 21 can also be seen by the player through the window 4a.
[0026] Approximately in the center of the play area 21 is provided an effect opening 40, which is an opening with a decorated periphery, and an effect display device 41, which is made up of a liquid crystal display, is provided behind this effect opening 40. Various images for effect purposes can be displayed on the display screen of the effect display device 41, and the player can view the display screen of the effect display device 41 through the effect opening 40.
[0027] Below the performance opening 40 (performance display device 41) in the game area 21, there is provided a first start opening 24, which is a start opening whose size is invariable (constant) and through which game balls can always enter. Game balls that enter the first start opening 24 are guided to the back side of the game board 20 through a passage provided inside. A first start opening sensor 24s (see Figure 3) is provided in the passage inside the first start opening 24, and it is possible to detect game balls that enter the first start opening 24.
[0028] In addition, below the first starting opening 24 in the game area 21, there is provided a second starting opening 25, which is an entry opening (starting opening) in which the possibility of game balls entering the game changes. Specifically, the second starting opening 25 has an opening / closing door 26 that can rotate in the front-to-back direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 26 stands substantially upright and game balls cannot (or are difficult to enter), and an open state in which the opening / closing door 26 rotates toward the front of the pachinko machine 1 and game balls can (or are easy to enter). Figure 2 shows the second starting opening 25 in the open state. Game balls that enter the second starting opening 25 are guided to the back side of the game board 20 through a passage provided inside. A second starting opening sensor 25s (see Figure 3) is provided in the passage inside the second starting opening 25, and is capable of detecting game balls that enter the second starting opening 25.
[0029] In addition, in the game area 21, a normal pattern activation gate 27 is provided to the right of the performance opening 40 (performance display device 41), and inside the normal pattern activation gate 27 is provided a gate sensor 27s (see Figure 3) that detects the passage of a game ball.
[0030] Further, to the right of the first starting opening 24 in the gaming area 21, there is provided a large, substantially rectangular-shaped opening called a large prize opening 28 (variable ball opening). The large prize opening 28 is provided with an opening / closing door 29 that can rotate in the front-to-rear direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 29 stands substantially upright and prevents game balls from entering, and an open state (ball-entry state) in which the opening / closing door 29 rotates toward the front of the pachinko machine 1 and allows game balls to enter. FIG. 2 shows the large prize opening 28 in the open state. Game balls that enter the large prize opening 28 are guided to the back side of the gaming board 20 through a passage provided inside. A large prize opening sensor 28s (see FIG. 3) is provided in the passage inside the large prize opening 28, and is capable of detecting game balls that enter the large prize opening 28.
[0031] In addition, around each of the above-mentioned gaming devices, there are provided a general ball entry port 30 through which gaming balls can enter, a windmill-shaped wheel 31 that affects the flow path of the gaming balls, and numerous obstacle nails (not shown). In addition, two outlets 33 are provided at the bottom of the gaming area 21, below the left and below the right of the second starting port 25, and gaming balls that do not enter any of the above-mentioned first starting port 24, second starting port 25, big prize port 28, or general ball entry port 30 are discharged from the outlets 33 to the back side of the gaming board 20.
[0032] The first starting gate 24 mentioned above can be entered by a gaming ball flowing down the area to the left of the performance opening 40 (performance display device 41). In contrast, the second starting gate 25, the normal symbol activation gate 27, and the big prize opening 28 can be entered by (or can pass through) a gaming ball flowing down the area to the right of the performance opening 40 (performance display device 41). Hereinafter, firing a gaming ball so that it flows down the area to the left of the performance opening 40 (performance display device 41) will also be referred to as a "left hit," and firing a gaming ball so that it flows down the area to the right of the performance opening 40 (performance display device 41) will also be referred to as a "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters either the first start port 24, the second start port 25, or the general entry port 30, three game balls are paid out to the player, and when a game ball enters the big prize port 28, ten game balls are paid out to the player.
[0033] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided to the lower right of the game area 21 on the game board 20. The segment display unit 50 can be seen by the player through a small window 4c (see FIG. 1) provided in the front frame 4. The display contents of the segment display unit 50 will be explained in detail in the section "B. Game Contents" below.
[0034] A-3. Control circuit configuration: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. Figure 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, etc. In detail, it is composed of a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the presentation of the game, an image / audio control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the illumination of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, and a launch control board 260 that controls the launch of game balls. These control boards are configured with various peripheral LSIs interconnected by buses, such as CPUs (CPUs 201, 221, 231, etc. in Figure 3) that perform various logical operations and calculation operations, ROMs (ROMs 202, 222, 232, etc. in Figure 3) that store various programs and data executed by the CPU, RAMs (RAMs 203, 223, 233, etc. in Figure 3) that store temporary data when the CPU executes a program, and input / output circuits.
[0035] The main control board 200 is connected to a first start gate sensor 24s that detects game balls that have entered the first start gate 24, a second start gate sensor 25s that detects game balls that have entered the second start gate 25, a special prize gate sensor 28s that detects game balls that have entered the special prize gate 28, and a gate sensor 27s that detects game balls that pass through the normal symbol activation gate. When a game ball detection signal is input from the first start gate sensor 24s, the second start gate sensor 25s, the special prize gate sensor 28s, the gate sensor 27s, or the like, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, or the like.
[0036] Also connected to the main control board 200 are a start port solenoid 26m for causing the opening and closing door 26 provided in the second start port 25 to open and close (to put the second start port 25 in an open state and a closed state), a special prize port solenoid 29m for causing the opening and closing door 29 provided in the special prize port 28 to open and close (to put the special prize port 28 in an open state and a closed state), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls the operations of the start port solenoid 26m, the special prize port solenoid 29m, and the segment display unit 50 by transmitting drive signals thereto.
[0037] The sub-control board 220 is connected to an image / audio control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the content of the commands and performs game performance according to the content. That is, game performance is performed by sending commands specifying the output image and output sound to the image / audio control board 230 and sending commands specifying the light emission patterns of the upper lamp 5a, right side lamp 5b, and left side lamp 5c (hereinafter also referred to as "lamps 5a to 5c") to the lamp control board 226.
[0038] The image and sound control board 230 includes a CPU 231, a ROM 232, a RAM 233, a VDP 234, an image ROM 236, and an audio ROM 237. The image and sound control board 230 is also connected to a performance display device 41, an audio control board 250 for outputting audio, and the like.
[0039] When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (for example, sprite data or video data) used to display the instructed image from the image ROM 236, generates an image, and outputs it to the display screen of the performance display device 41. Furthermore, when the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the audio control board 250 to output audio corresponding to the command. When instructed to output audio, the audio control board 250 outputs the audio from the upper speaker 6a and lower speaker 6b (hereinafter also referred to as "speakers 6a, 6b"). In addition, when the CPU 231 of the image and audio control board 230 detects the player's operation of the effect button 10a, jog shuttle 10b, or directional button 10c (effect operation unit 10a, 10b, 10c) via the effect operation board 228, it can execute an effect corresponding to that operation.
[0040] The payout control board 240 is connected to a ball lending button 241 (not shown in FIG. 1) provided on the upper tray 7, a card unit 242 provided in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend game balls while communicating data with the payout control board 240. Also, when a payout command instructing the payout of game balls is received from the main control board 200, the payout motor 243 is driven to pay out game balls.
[0041] In addition, a launch control board 260 is connected to the payout control board 240, and a launch device unit 261 is connected to the launch control board 260, which has a launch motor 262 for launching game balls and a touch switch 263 for detecting that a player is touching the launch handle 9. When the launch control board 260 detects via the touch switch 263 that a player is touching the launch handle 9, it drives the launch motor 262 to launch game balls with a strength that corresponds to the rotation angle of the launch handle 9.
[0042] B. Game Contents: In the pachinko machine 1 of this embodiment, a game proceeds as follows. When the launch handle 9 is rotated while game balls are stored in the upper tray 7, the game balls stored in the upper tray 7 are supplied one by one to the launch unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down to the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the performance opening 40 (performance display device 41) (a left-handed shot) or so that they flow down the area to the right of the performance opening 40 (performance display device 41) (a right-handed shot).
[0043] <Special pattern change display> As described above with reference to FIG. 2, a gaming ball hit from the left can enter the first starting hole 24. When a gaming ball hit from the left enters the first starting hole 24 and is detected by the first starting hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described below) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game has been a jackpot or a miss. Then, based on the result of this jackpot judgment, a first special symbol (hereinafter also referred to as the "first special symbol") is displayed in a variable manner and then statically displayed. Also, as described above with reference to FIG. 2, a gaming ball hit from the right can enter the second starting hole 25. When a gaming ball hit from the right enters the second starting hole 25 and the entered gaming ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described below) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game has been a jackpot or a miss. Then, based on the result of this jackpot determination, the second special symbol (hereinafter also referred to as "second special symbol") is displayed variably and then stopped. Here, the first special symbol and the second special symbol will be explained.
[0044] FIG. 4 is an explanatory diagram showing an enlarged view of the segment display unit 50. As described above, the segment display unit 50 is provided in the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display unit 50 through the small window 4c (see FIG. 1) in the front frame 4. As shown in FIG. 4, the segment display unit 50 is provided with a first special symbol display unit 51 that displays the first special symbol and a second special symbol display unit 52 that displays the second special symbol, and eight LEDs are arranged in each of these display units. The first special symbol and the second special symbol (hereinafter, when there is no particular distinction between them, they are collectively referred to as "special symbols") are displayed variably by switching which of the eight LEDs is lit in each display unit, and are displayed stationary by turning on a predetermined LED among the eight LEDs. In the pachinko machine 1 of this embodiment, 101 types of symbols, namely, jackpot symbols 1 to 100 and loss symbol 101, can be stopped and displayed as the first special symbol, and 101 types of symbols, namely, jackpot symbols 201 to 300 and loss symbol 301, can be stopped and displayed as the second special symbol. In addition, the types of symbols can be identified by the difference in the combination of lit LEDs.
[0045] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (hereinafter also referred to as "jackpot determination for the first special symbol") is a jackpot, the first special symbol is stopped and displayed with one of the jackpot symbols 1 to 100, and if the result of the jackpot determination for the first special symbol is a miss, the first special symbol is stopped and displayed with the miss symbol 101. Also, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (hereinafter also referred to as "jackpot determination for the second special symbol") is a jackpot, the second special symbol is stopped and displayed with one of the jackpot symbols 201 to 300, and if the result of the jackpot determination for the second special symbol is a miss, the second special symbol is stopped and displayed with the miss symbol 301. Once the special symbol (first or second special symbol) is displayed as a jackpot symbol or a loss symbol in this way, the symbol is displayed in a static state until a predetermined time has passed to confirm the displayed symbol (hereinafter also referred to as "confirmed display"). When either the first or second special symbol is displayed as a jackpot symbol (confirmed display), the jackpot game described below begins. Hereinafter, the game from when the special symbol starts to change and the changing display ends after the predetermined change time has passed and the special symbol is displayed as a jackpot symbol or a loss symbol, that is, the game until the result of one change display is obtained, is also referred to as "symbol change game."
[0046] <Special design reserved> When the gaming ball enters the first starting hole 24, a jackpot determination and a variable display for the first special symbol are performed as described above, but these jackpot determinations and variable displays are not performed immediately after the gaming ball enters the first starting hole 24; instead, the acquired determination random number is temporarily stored as a first special symbol reserve. Then, when a predetermined condition is met, a jackpot determination and a variable display for the first special symbol are performed based on the stored first special symbol reserve. A maximum of four such first special symbol reserves are stored. The number of stored first special symbol reserves (number of first special symbol reserves) is displayed in the first special symbol reserve display section 53 of the segment display section 50. That is, as shown in Figure 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, lighting one of the two LEDs indicates that the number of first special charts reserved is one, lighting two LEDs indicates that the number of first special charts reserved is two, flashing one LED indicates that the number of first special charts reserved is three, and flashing two LEDs indicates that the number of first special charts reserved is four.
[0047] Furthermore, when the gaming ball enters the second starting hole 25, as described above, a jackpot determination and variable display for the second special symbol are performed, but these jackpot determinations and variable displays are not performed immediately after the gaming ball enters the second starting hole 25; instead, the acquired determination random number is temporarily stored as a second special symbol reserve. Then, when a predetermined condition is met, a jackpot determination and variable display of the second special symbol are performed based on the stored second special symbol reserve. Such second special symbol reserves are also stored up to a maximum of four. The number of stored second special symbol reserves (number of second special symbol reserves) is displayed in the second special symbol reserve display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are also arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, lighting one of the two LEDs indicates that the number of second special charts reserved is one, lighting two LEDs indicates that the number of second special charts reserved is two, flashing one LED indicates that the number of second special charts reserved is three, and flashing two LEDs indicates that the number of second special charts reserved is four.
[0048] In the pachinko machine 1 of this embodiment, even if the first or second special symbol reserve is stored, no jackpot determination or variable display is performed for these reserves during the variable display of any special symbol, the fixed display of any special symbol, or the jackpot game described below. Furthermore, if only the first special symbol reserve is stored among the first and second special symbol reserves, a jackpot determination and variable display for the first special symbol reserve are performed for the first special symbol reserve stored first, but if the second special symbol reserve is stored, a jackpot determination and variable display for the second special symbol reserve are performed for the first special symbol reserve stored first, regardless of whether the first special symbol reserve is stored or not. In other words, the second special symbol is displayed as a variable display with priority over the first special symbol (having a so-called second special symbol priority variable function). Furthermore, in this specification, when no distinction is made between the first special symbol reserve and the second special symbol reserve, they are collectively referred to as "special symbol reserve."
[0049] <Normal symbol fluctuation display, normal symbol winning game> As described above with reference to FIG. 2, the normal symbol activation gate 27 allows a gaming ball hit to the right to pass through. When a gaming ball hit to the right passes through the normal symbol activation gate 27 and is detected by the gate sensor 27s, a predetermined judgment random number (a normal symbol hit judgment random number, described later) is obtained, and a normal symbol hit judgment is made based on the judgment random number to determine whether the normal symbol is a hit or a miss. Then, based on the result of this normal symbol hit judgment, the normal symbol is displayed in a variable manner and then displayed as a stationary symbol. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 that displays normal symbols, and two LEDs are arranged in the normal symbol display unit 56. The normal symbol is displayed in a variable manner by switching which of the two LEDs is lit in the normal symbol display unit 56, and is displayed as a stationary symbol by turning on a predetermined LED of the two LEDs. In the pachinko machine 1 of this embodiment, two types of normal symbols can be displayed as normal winning symbols by lighting the left LED of the two LEDs, and normal losing symbols by lighting the right LED. If the result of the normal winning judgment is a normal winning symbol, the normal symbol is displayed as a normal winning symbol, and if the result of the normal winning judgment is a normal losing symbol, the normal symbol is displayed as a normal losing symbol. Once the normal symbol is displayed as a winning symbol or a losing symbol, a display (confirmation display) is performed to maintain the displayed symbol state until a predetermined time has elapsed in order to confirm the displayed symbol. Then, if the normal symbol is displayed as a normal winning symbol, the second starting hole 25 opens and then closes, and a normal winning game is played.
[0050] <Reserved normal design> When the game ball passes through the normal symbol activation gate 27, a normal symbol winning determination is made and a normal symbol variation display is performed. However, this normal symbol winning determination and variation display are not performed immediately after the game ball passes through the normal symbol activation gate 27. Instead, the acquired random number is temporarily stored as a normal symbol reserve. Then, when a predetermined condition is met, a normal symbol winning determination and a normal symbol variation display are performed based on the stored normal symbol reserve. Such normal symbol reserves are also stored up to a maximum of four. The number of stored normal symbol reserves (normal symbol reserve number) is displayed on the normal symbol reserve display unit 57 of the segment display unit 50. That is, as shown in FIG. 4, the normal symbol reserve display unit 57 has two LEDs. In this normal symbol reserve display unit 57, lighting one of the two LEDs indicates that the number of normal symbols reserved is one, lighting both LEDs indicates that the number of normal symbols reserved is two, flashing one LED indicates that the number of normal symbols reserved is three, and flashing both LEDs indicates that the number of normal symbols reserved is four. In addition, in the pachinko machine 1 of this embodiment, when a normal symbol reserve is stored, unless the normal symbol variation display is in progress, the normal symbol confirmation display is in progress, or normal symbol winning play is in progress, a normal symbol winning judgment and normal symbol variation display will be performed for the normal symbol reserve that was stored first.
[0051] <Game Status> Here, in the pachinko machine 1 of this embodiment, a "game state related to the probability of being determined to be a jackpot in the jackpot determination (also referred to as "jackpot probability" in this specification)" and a "game state related to the frequency of game balls entering the second starting hole 25" are appropriately set. Of these, the "game state related to the jackpot probability" is set to a "low probability state in which the jackpot probability is low (probability of about 1 in 300)" or a "high probability state in which the jackpot probability is high (probability of about 1 in 150)". In addition, the "game state related to the frequency of game balls entering the second starting hole 25" is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low" or a "electric support state in which the frequency of game balls entering the second starting hole 25 is high". The above-mentioned "game state related to the probability of a jackpot" and "game state related to the frequency of game balls entering the second starting port 25" are set together, and the game state of the pachinko machine 1 in this embodiment may be set to a low probability state and a non-electric support state (hereinafter also referred to as the "normal state"), or to a high probability state and an electric support state (hereinafter also referred to as the "ST state").
[0052] <Jackpot game> When the first or second special symbol is stopped and displayed with either of the jackpot symbols, a jackpot game is started in which the jackpot opening 28 is opened and multiple rounds (2, 8, 16) of round play are played. As described above with reference to Figure 2, a game ball shot from the right can enter the jackpot opening 28, so a right shot is played during the jackpot game.
[0053] In the pachinko machine 1 of this embodiment, different types of jackpot games can be played depending on the type of jackpot symbol that is stopped and displayed. That is, as shown in Fig. 5(a), when the game state is "normal state", if the first special symbol is stopped and displayed with jackpot symbols 1 to 50, or the second special symbol is stopped and displayed with jackpot symbols 201 to 250 (with a 50% probability when the jackpot symbols are stopped and displayed), eight rounds of play are played, and a jackpot game (hereinafter also referred to as "8R normal win") in which the game state after the jackpot game ends is set to "normal state" is played.
[0054] On the other hand, when the game state is "normal state", if the first special chart stops and displays the jackpot pattern 51 to 100, or the second special chart stops and displays the jackpot pattern 251 to 300 (with a 50% probability when the jackpot pattern is stopped and displayed), eight rounds of play are played, and a jackpot game (hereinafter also referred to as "8R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state".
[0055] On the other hand, as shown in Figure 5(b), when the game state is "ST state", if the first special chart is stopped and displayed with the jackpot pattern 1 to 60, or the second special chart is stopped and displayed with the jackpot pattern 201 to 260 (with a 60% probability when the jackpot pattern is stopped and displayed), 16 rounds of play are played, and a jackpot game (hereinafter also referred to as "16R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state".
[0056] On the other hand, when the game state is "ST state", if the first special chart stops and displays the jackpot pattern 61 to 100, or the second special chart stops and displays the jackpot pattern 261 to 300 (with a 40% probability when the jackpot pattern is stopped and displayed), two rounds of play are played, and a jackpot game (hereinafter also referred to as "2R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state".
[0057] The "ST state" has a higher jackpot probability and a higher frequency of game balls entering the second starting slot 25 than the "normal state," so naturally, the player can expect a jackpot game in which the "ST state" is set to occur. Furthermore, one round of play ends when 10 game balls enter the slot (10 counts) or when 30 seconds have elapsed. In most cases, 100 game balls (10 counts x 10 payouts) are paid out in one round of play. Naturally, therefore, a jackpot game with a larger number of rounds of play will pay out more game balls to the player than a jackpot game with a smaller number of rounds of play. This allows the player to expect a jackpot game with a larger number of rounds of play. These jackpot games can be considered as multiple jackpot games (winning games) with different degrees of advantage to the player.
[0058] If the "normal state" is set after the end of a jackpot game (if an 8R normal win occurs), the "normal state" will continue to be set until the next jackpot game starts. In contrast, if the "ST state" is set after the end of a jackpot game (if an 8R high probability win, 16R high probability win, or 2R high probability win occurs), the "ST state" will continue to be set until the next jackpot game is played, or until 200 symbol-changing games (variable display of special symbols) have been played without a jackpot game being played. In this specification, the number of symbol-changing games (here, 200 times) in which the "ST state" will continue to be set when no jackpot game is played is also referred to as the "ST count," and the setting of an "ST state" with 200 "ST counts" will also be referred to as "200 ST counts being set."
[0059] During the execution of the jackpot game described above, the type of jackpot game being executed (number of rounds played) is displayed on the round display section 55 of the segment display unit 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and in this round display section 55, lighting up the left LED of the three LEDs indicates that a "2R highly probable hit" is being executed, lighting up the middle LED indicates that an "8R normal hit" or an "8R highly probable hit" is being executed, and lighting up the right LED indicates that a "16R highly probable hit" is being executed.
[0060] The segment display unit 50 also has an electric support indicator 58 that indicates that the above-mentioned "electric support state (ST state)" is set. That is, as shown in FIG. 4, the electric support indicator 58 has three LEDs arranged therein, and while the "electric support state (ST state)" is set, the three LEDs are lit to indicate that the "electric support state (ST state)" is set. Also, as shown in FIG. 4, the segment display unit 50 has a right-hit indicator 59 that indicates that a right-hit is to be performed. Because the frequency of game balls entering the second starting hole 25 is high during the "electric support state (ST state)," and because the second starting hole 25 can accept game balls hit from the right, it is beneficial for the player to perform a right-hit while the "electric support state (ST state)" is set. Furthermore, because game balls hit from the right can also enter the jackpot winning hole 28, it is beneficial for the player to perform a right-hit even during a jackpot game. Therefore, while the "electric support state (ST state)" is set and during a jackpot game, two LEDs arranged in the right-hit display section 59 are turned on to indicate that a right hit is being performed.
[0061] <Display contents of the performance display device 41> The progress of the game as described above is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, effects (hereinafter also referred to as "game effects") are performed in accordance with the progress of the game as described above. Such effects are mainly performed by the CPU 221 of the sub-control board 220.
[0062] For example, the effect display device 41 performs an effect (hereinafter also referred to as "pattern change effect") that matches the variable display of the first or second special symbol (pattern change game). That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first or second special symbol), the effect display device 41 starts to display the variable display of three decorative symbols 41a, 41b, 41c. Thereafter, the variable display of the decorative symbols 41a, 41b, 41c is performed in various modes until the variable time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the decorative symbols 41a, 41b, 41c ends. In the pachinko machine 1 of this embodiment, it is possible to display symbols that are designed to represent nine numbers from "1" to "9" as decorative symbols.
[0063] FIG. 6(a) conceptually illustrates three decorative symbols 41a, 41b, and 41c being displayed simultaneously in a variable manner. After a predetermined time has elapsed since the variable display began, for example, the left decorative symbol 41a is first displayed as a static display, followed by the right decorative symbol 41c, and finally the center decorative symbol 41b. The combination of the three decorative symbols 41a, 41b, and 41c displayed as static displays on the effect display device 41 corresponds to the special symbol (first special symbol or second special symbol) displayed as a static display on the first special symbol display unit 51 or the second special symbol display unit 52. For example, when the first special symbol or the second special symbol is displayed as a jackpot symbol, the three decorative symbols 41a, 41b, and 41c on the effect display device 41 are displayed as a symbol combination of the same symbol (hereinafter also referred to as "double numbers"). In addition, when the first or second special symbol is stopped and displayed as a missing symbol, the three decorative symbols 41a, 41b, and 41c are stopped and displayed as a combination of symbols that are not the same (hereinafter also referred to as "variable symbols"). The decorative symbols 41a, 41b, and 41c that are stopped and displayed remain stopped and displayed (determined display) until the fixed display time of the special symbol has elapsed.
[0064] In this way, the display contents of the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three decorative symbols 41a, 41b, and 41c displayed on the effect display device 41 correspond to each other, and when the special symbol being displayed changes, the three decorative symbols 41a, 41b, and 41c also change to stop display. Moreover, as shown in Figure 2, the effect display device 41 is provided in a more conspicuous position than the first special symbol display unit 51 or the second special symbol display unit 52 (segment display unit 50), and the display screen is large and the display contents are easy to understand, so that players usually play while looking at the screen of the effect display device 41. 6(b), if the left decorative symbol 41a and the right decorative symbol 41c that are stopped first on the display screen of the effect display device 41 are the same symbol, the middle decorative symbol 41b that is stopped last also stops with the same symbol, and the player will be watching the changing display of the decorative symbols (symbol changing effect) wondering if a big win game will start. In this way, the effect that is performed when two decorative symbols (decorative symbols excluding one of the multiple decorative symbols) stop with the same symbol (a pattern that can result in a doublet) and the last decorative symbol (the first decorative symbol) is changed and displayed is called a "reach effect," and generating this reach effect can increase the excitement of the game.
[0065] Also, at the bottom of the display screen of the effect display device 41, a first reserved display area 41d for indicating the number of reserved first special symbols and a second reserved display area 41e for indicating the number of reserved second special symbols are set. In the pachinko machine 1 of this embodiment, the first reserved number (maximum number is 4) is indicated by displaying "reserved symbols (small circular symbols in the figure)" in the first reserved display area 41d in the same number as the number of reserved first special symbols, and the second reserved number is indicated by displaying "reserved symbols" in the second reserved display area 41e in the same number as the number of reserved second special symbols (maximum number is 4). Therefore, in the example shown in FIG. 6, it is indicated that the number of reserved first special symbols is 4 and the number of reserved second special symbols is 4. Naturally, the reserved number indicated by the reserved symbols displayed on the display screen of the effect display device 41 and the reserved number indicated in the first special symbol reserved display area 53 and the second special symbol reserved display area 54 of the segment display unit 50 match.
[0066] C. Game control processing: 7 is a flowchart showing the general flow of the game control process performed by the CPU 201 of the main control board 200 as control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 based on a timer interrupt that occurs at predetermined intervals (for example, every 4 ms). The game progress control process performed by the CPU 201 of the main control board 200 will be explained below according to the flowchart. Note that in the following explanation, well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will not be explained.
[0067] <Output processing> As shown in Fig. 7, when the CPU 201 of the main control board 200 starts the game control process, it first performs the output process (S100). In the pachinko machine 1 of this embodiment, in the various processes described below, various commands to be sent to the various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this manner are sent to the various control boards. By doing so, for example, the sub-control board 220 controls the presentation in accordance with the progress of the game, and the payout control board 240 drives the payout motor 243 to pay out game balls.
[0068] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a gaming ball enters either the first start opening 24, the second start opening 25, or the general entry opening 30, three gaming balls are paid out, and when a gaming ball enters the special entry opening 28, ten gaming balls are paid out. Therefore, in the input processing (S200), the sensors that detect these ball entries (the first start opening sensor 24s, the second start opening sensor 25s, the special entry opening sensor 28s, etc.) determine whether or not a gaming ball has been detected. As a result, if a gaming ball has been detected, a payout command indicating the number of gaming balls to be paid out is stored in the output buffer described above. The payout command stored in the output buffer in this way is sent to the payout control board 240 in the next output processing (S100).
[0069] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, jackpot determination and normal win determination are performed based on predetermined determination random numbers. Specifically, jackpot determination is performed based on a "jackpot determination random number," and normal win determination is performed based on a "normal win determination random number." In addition, the variable display of special symbols in the pachinko machine 1 of this embodiment is performed based on a variable pattern described below, and this variable pattern is selected based on a "variation pattern selection random number." In addition, in the pachinko machine 1 of this embodiment, if the jackpot determination result is a jackpot, one of 100 types of jackpot symbols (jackpot symbols 1 to 100 or jackpot symbols 201 to 300) is stopped and displayed, and the type of this jackpot symbol is selected based on a "pattern selection random number." In the random number update process (S300), these random numbers are updated. These random numbers may be updated not only in the random number update process (S300) but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.
[0070] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start gate sensor detection process (S400). This start gate sensor detection process (S400) involves storing the normal symbol reserve, first special symbol reserve, and second special symbol reserve. Specifically, the CPU 201 of the main control board 200 first determines whether the gaming ball has passed through the normal symbol activation gate 27 based on the detection results of the gate sensor 27s. If the gaming ball has passed through the normal symbol activation gate 27, it determines whether the number of normal symbols reserved has reached the upper limit of four. If the number of normal symbols reserved has not reached four, a normal symbol hit determination random number is acquired and stored as a normal symbol reserve. The normal symbol reserves are stored in a normal symbol reserve storage area secured in the RAM 203 so that the storage order can be identified. If the gaming ball has not passed through the normal symbol activation gate 27 or if the number of normal symbols reserved has already reached four, no new normal symbol reserves are stored.
[0071] After performing the process for storing the reserved normal symbols, it is next determined whether or not the gaming ball has entered the first starting hole 24 based on the detection result of the first starting hole sensor 24s. If the result shows that the gaming ball has entered the first starting hole 24, it is determined whether or not the number of reserved first special symbols has reached the upper limit of four. If the number of reserved first special symbols has not reached four, it obtains a jackpot determination random number, a variable pattern selection random number, and a pattern selection random number, and stores these random numbers as the reserved first special symbols. The reserved first special symbols are stored in a reserved first special symbol storage area secured in RAM 203 so that the order of storage can be identified.
[0072] Here, the variable display of the first special symbol (symbol variable game) is performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special symbol reservation. Furthermore, the effect (symbol variable game) performed in conjunction with the variable display of the first special symbol is also performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special symbol reservation. Therefore, when the first special symbol reservation is stored, even if the variable display based on the first special symbol reservation has not yet started (even if the variable start condition has not yet been met), it is possible to determine the mode of the variable display and effect (symbol variable game and symbol variable game based on the first special symbol reservation) based on the first special symbol reservation. For example, even before the variable display based on the first special symbol reservation is performed, it is possible to determine whether the jackpot symbol will be displayed statically (whether the jackpot game will start) and whether a reach effect will be performed when the variable display based on the first special symbol reservation is performed. This type of determination is called a preliminary determination. In the pachinko machine 1 of this embodiment, when a first special symbol reservation is stored, a preliminary determination is made for the first special symbol reservation, and the preliminary determination result is stored in association with the first special symbol reservation. After the first special symbol reservation is stored and the preliminary determination result for the first special symbol reservation is stored, a preliminary determination result command indicating the preliminary determination result is stored in the output buffer of the RAM 203. The preliminary determination result command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100). This enables the sub-control board 220 to execute various effects based on the preliminary determination result for the first special symbol reservation. Note that if a game ball has not entered the first starting hole 24 or if the number of first special symbol reservations has already reached four, no new first special symbol reservation is stored, and no preliminary determination is performed.
[0073] After the process for storing the first special symbol reserve is completed, the controller 201 determines whether the gaming ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. If the gaming ball has entered the second start hole 25, the controller 201 determines whether the number of second special symbol reserves has reached the upper limit of four. If the number of second special symbol reserves has not reached four, the controller 201 obtains a jackpot determination random number, a variable pattern selection random number, and a symbol selection random number, and stores these random numbers as the second special symbol reserve. The second special symbol reserve is stored in a second special symbol reserve storage area secured in RAM 203 so that the storage order can be identified. After storing the second special symbol reserve in this way, the controller 201 performs a pre-determination on the second special symbol reserve in the same manner as described above, and stores the pre-determination result in association with the second special symbol reserve. After storing the second special symbol reserve and the pre-determination result for the second special symbol reserve in this way, a pre-determination result command indicating the pre-determination result is stored in the output buffer of RAM 203. The pre-determination result command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special symbol reservation. Note that if the game ball has not entered the second start hole 25 or if the number of second special symbol reservations has already reached four, no new second special symbol reservations are stored and no pre-determination is performed.
[0074] <Normal operation processing> The CPU 201 of the main control board 200 then performs normal operation processing (S500). This normal operation processing (S500) involves processing such as displaying variable normal symbols and executing normal winning games. That is, the CPU 201 of the main control board 200 first determines whether a normal winning game is in progress, a variable normal symbol display is in progress, or a fixed normal symbol display is in progress. If the normal winning game is not in progress, a variable normal symbol display is in progress, or a fixed normal symbol display is in progress, the CPU 201 determines whether a normal symbol reserve is stored in the normal symbol reserve memory area. If a normal symbol reserve is stored in the normal symbol reserve memory area, the CPU 201 reads out the first-stored normal symbol reserve from the stored normal symbol reserves. Then, a normal symbol winning determination is performed based on the read normal symbol reserve, i.e., the normal symbol winning determination random number.
[0075] After the normal winning judgment is made, it is determined whether the result of the normal winning judgment is a normal winning or not. If the result of the normal winning judgment is a normal winning, the normal winning pattern is stored as the pattern (stopping pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the left LED (see Figure 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern is stored as the pattern (stopping pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the right LED (see Figure 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time.
[0076] In this way, when it is memorized that the left LED of the normal symbol display unit 56 is turned on as a result of the normal symbol variable display this time, or the right LED of the normal symbol display unit 56 is turned on, the normal symbol variable time is set and the normal symbol variable display is started. Then, the normal symbol reserve that was the subject of this normal symbol winning judgment is erased from the normal symbol reserve memory area.
[0077] The above has explained the processing when the normal symbol is not being played, when the normal symbol is being displayed, or when the fixed normal symbol is being displayed. In contrast, when the normal symbol is being displayed, it is determined whether the variable time of the normal symbol being displayed has elapsed. If it is determined that the variable time has elapsed, the normal symbol being displayed is displayed in a static state in a pre-stored format. That is, if the result of the normal symbol hit determination is a normal symbol hit, the left LED of the normal symbol display unit 56 is turned on (the normal symbol hit symbol is displayed statically), and if the result of the normal symbol hit determination is a miss, the right LED of the normal symbol display unit 56 is turned on (the miss symbol is displayed statically). Once the normal symbol is displayed statically, the fixed normal symbol display begins, and the fixed normal symbol display time is set.
[0078] The above has explained the processing when a normal symbol is being displayed in a variable manner. On the other hand, when a normal symbol is being displayed in a fixed manner, it is determined whether the fixed display time has elapsed. If the fixed display time has elapsed, it is determined whether the normal symbol that has been stopped (fixed display) this time is a normal winning symbol (the LED on the left of the normal symbol display unit 56 is lit). If the normal symbol that has been stopped is a normal winning symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the second start port 25 for the normal winning game is set, and then the normal winning game begins.
[0079] The above explains the process when the normal symbol is being confirmed. On the other hand, when a normal symbol is being played, the start port solenoid 26m is controlled to operate the opening / closing door 26 so that the second start port 25 is in the open / closed state according to the opening pattern described above. Then, when the control according to this opening pattern is completed, the normal symbol game ends.
[0080] 6, in the pachinko machine 1 of this embodiment, the game state relating to the frequency of game balls entering the second starting hole 25 is set to "a non-electric support state (normal state) in which the frequency of game balls entering the second starting hole 25 is low" or "an electric support state (ST state) in which the frequency of game balls entering the second starting hole 25 is high." The setting of such a non-electric support state (normal state) and an electric support state (ST state) is realized as follows.
[0081] That is, in the electric support state (ST state), compared to the non-electric support state (normal state), the probability that the result of the normal symbol hit judgment will be a normal symbol hit (normal symbol hit probability) is higher, the normal symbol fluctuation time (normal symbol fluctuation time) is shorter, and the opening time of the second start hole 25 in a normal symbol hit game is set longer. Therefore, in the electric support state (ST state), compared to the non-electric support state (normal state), the second start hole 25 opens more frequently and the period in which it is in the open state is longer, so the frequency of game balls entering the second start hole 25 is higher (high frequency state). For example, when the non-electric support state (normal state) is set, the probability of a normal winning is set to approximately 1 in 100 (approximately 1 in 100 of the normal winning determination random numbers that can be obtained as normal winning reserves is set to a normal winning), the normal winning time is set to 20 seconds, and the opening time of the second starting port 25 in a normal winning game is set to 0.3 seconds (0.1 seconds x 3 openings). In contrast, when the electric support state (ST state) is set, the probability of a normal winning is set to approximately 99 in 100 (approximately 99 in 100 of the normal winning determination random numbers that can be obtained as normal winning reserves is set to a normal winning), the normal winning time is set to 1 second, and the opening time of the second starting port 25 in a normal winning game is set to 4.5 seconds (1.5 seconds x 3 openings).
[0082] <Special Action Processing> The CPU 201 of the main control board 200 then performs special operation processing (S600). This processing (S600) involves varying the display of the special symbol (first or second special symbol) and executing a jackpot game. That is, the CPU 201 of the main control board 200 first determines whether the current state is a jackpot game, a varying display of the special symbol (first or second special symbol), or a final display of the special symbol (first or second special symbol). If the current state is not a jackpot game, a varying display of the special symbol, or a final display of the special symbol, the CPU 201 determines whether a second special symbol reserve is stored in the second special symbol reserve memory area. If a second special symbol reserve is stored in the second special symbol reserve memory area, the CPU 201 reads out the first-stored second special symbol reserve (jackpot determination random number, variable pattern selection random number, and symbol selection random number) from among the stored second special symbol reserves. Then, a jackpot determination is made based on the jackpot determination random number contained in the read second special chart reserve.
[0083] On the other hand, if the second special symbol reservation is not stored in the second special symbol reservation memory area, it is then determined whether the first special symbol reservation is stored in the first special symbol reservation memory area. As a result, if the first special symbol reservation is stored in the first special symbol reservation memory area, the first special symbol reservation (jackpot determination random number, symbol selection random number, variation pattern selection random number) stored first among the stored first special symbol reservations is read out. Then, a jackpot determination is made based on the jackpot determination random number contained in the read first special symbol reservation.
[0084] As described above with reference to FIG. 6, in the pachinko machine 1 of this embodiment, the game state related to the jackpot probability is set to a "low probability state (normal state) in which the jackpot probability is low (approximately 1 in 300)" or a "high probability state (ST state) in which the jackpot probability is high (approximately 1 in 150)." The setting of such a low probability state (normal state) or high probability state (ST state) is realized as follows. That is, when the low probability state (normal state) is set, a random number of approximately 1 in 300 of the jackpot determination random numbers that can be obtained as the first special chart reserve or the second special chart reserve is determined to be a jackpot, and when the high probability state (ST state) is set, a random number of approximately 1 in 150 of the jackpot determination random numbers that can be obtained as the first special chart reserve or the second special chart reserve is determined to be a jackpot.
[0085] Once a jackpot determination is made for the first or second special symbol reserved in this way, it is determined whether the result of the jackpot determination is a jackpot. If the result of the jackpot determination is a jackpot, the type of jackpot symbol to be displayed in the variable display of the current special symbol (variable symbol game) is selected based on the symbol selection random number contained in the currently read first or second special symbol reserved. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, jackpot symbols 1 to 100 can be displayed as the first special symbol, and jackpot symbols 201 to 300 can be displayed as the second special symbol. Therefore, when the first special symbol reserved is read, the symbol selection table (not shown) in which symbol selection random numbers are assigned to jackpot symbols 1 to 100 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the first special symbol reserved is selected as the symbol to be displayed in the variable display. In addition, when the second special symbol reservation is read, the symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 201 to 300 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The symbol selection table is pre-stored in the ROM 202 of the main control board 200.
[0086] On the other hand, if the result of the jackpot determination is a miss, when the first special symbol reserve is read out, the miss symbol 101 is selected as the symbol to be stopped and displayed, and when the second special symbol reserve is read out, the miss symbol 301 is selected as the symbol to be stopped and displayed. The jackpot symbol and the miss symbol selected as the symbol to be stopped and displayed are stored in a stop symbol storage area secured in the RAM 203.
[0087] Once the symbol to be displayed is selected, the variation pattern for the special symbol variation display (symbol variation game) is selected. A variation pattern is the time (variation time) from when the special symbol (first or second special symbol) begins to vary until it stops and is displayed. Each variation pattern is assigned information (variation pattern ID) to distinguish it from other variation patterns. The variation pattern selection table is referenced in the process of selecting a variation pattern. As shown in Figure 8, the variation pattern selection table is a table in which variation pattern selection random numbers are assigned to multiple variation patterns (variation pattern ID, variation time). In the process of selecting a variation pattern, the variation pattern corresponding to the variation pattern selection random number read out as the first or second special symbol reserved this time is determined as the current variation pattern in this variation pattern selection table. Therefore, the probability of each variation pattern being selected is determined by the proportion of random numbers assigned to each variation pattern among the available variation pattern selection random numbers.
[0088] The variation pattern selected in this way is transmitted as a variation pattern designation command, which will be described later, to the sub-control board 220. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes a symbol variation presentation with a presentation pattern based on the variation pattern.
[0089] In the process of selecting the above-described variation pattern, instead of always referencing the same variation pattern selection table, as shown in FIG. 9, the CPU 221 references variation pattern selection tables corresponding to various game progress conditions, such as the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the jackpot determination, and the number of stored first and second special symbol reserves. This allows for the selection of variation patterns corresponding to various game progress conditions, and ultimately enables the CPU 221 of the sub-control board 220 to execute a pattern variation effect with an effect pattern corresponding to various game progress conditions. For example, if the result of the jackpot determination is a jackpot, the CPU 221 of the sub-control board 220 executes a pattern variation effect in which decorative symbols 41a, 41b, and 41c are stopped with a double number after the reach effect. If the result of the jackpot determination is a miss, the CPU 221 executes a pattern variation effect in which decorative symbols 41a, 41b, and 41c are stopped with a random number. Furthermore, if the result of the jackpot determination is a miss and a predetermined variation pattern is selected, a reach effect is executed. Each variation pattern selection table is stored in advance in the ROM 202 of the main control board 200.
[0090] In this way, the symbol to be stopped and displayed in the current special symbol variable display is selected, and once the variable pattern for the current special symbol variable display is selected, the variable display of the special symbol begins. Then, a variable pattern designation command indicating the variable pattern selected this time is stored in the output buffer of RAM 203. The variable pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). In addition, the first special symbol reserve or second special symbol reserve that was the subject of this jackpot determination is erased from the first special symbol reserve memory area or second special symbol reserve memory area.
[0091] The above describes the processing when a jackpot game is being played, when a special symbol (either the first or second special symbol) is being displayed, or when a fixed special symbol is being displayed. In contrast, when a special symbol is being displayed, a determination is made as to whether the variable time for the currently displayed special symbol has elapsed. If it is determined that the variable time has elapsed, the currently displayed special symbol is displayed as a fixed symbol stored in the fixed symbol storage area (fixed display is initiated). Once the special symbol is displayed as a fixed symbol, the fixed special symbol display time is set. A variable stop command indicating that the special symbol has been displayed as a fixed special symbol is then stored in the output buffer of RAM 203. The variable stop command stored in the output buffer is then transmitted to the sub-control board 220 during the next output process (S100).
[0092] If a special symbol is currently being displayed as a fixed symbol, the controller 201 determines whether the fixed display time has elapsed. If the fixed display time has elapsed, the controller 201 determines whether the currently displayed (fixed) special symbol is a jackpot symbol. If the currently displayed special symbol is a losing symbol, the controller 201 determines whether the "ST state" is set. If the "ST state" is set, the controller 201 subtracts one from the "remaining ST count." The "remaining ST count" refers to the number of symbol-changing games (special symbol variable display) that can be played until the "ST state" ends (provided the jackpot game is not played during the game). If the "remaining ST count" becomes zero after subtracting one from the "remaining ST count," the controller 201 sets the "normal state" instead of the "ST state." If the game state is set in this way, the controller 201 stores a game state designation command indicating the set game state in the output buffer of the RAM 203. The game state designation command stored in the output buffer is sent to the sub-control board 220 in the next output process (S100).
[0093] On the other hand, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the jackpot opening 28 for the jackpot game is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during the jackpot game varies depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the jackpot opening 28 is set according to the type of jackpot symbol displayed as stopped. Once the opening pattern of the jackpot opening 28 is set in this way, the jackpot game is started. Then, a jackpot game start command indicating the start of the jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the number of rounds to play in the jackpot game that is currently being started. The jackpot game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).
[0094] On the other hand, if a jackpot game is being played, the special prize opening solenoid 29m is controlled to operate the opening / closing door 29 so that the special prize opening 28 is in the open state or closed state according to the opening pattern described above. At the start of a round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. Also, if a game ball enters the special prize opening 28 during a jackpot game, a special prize opening ball entry command indicating that the game ball has entered the special prize opening 28 is stored in the output buffer of the RAM 203. The round game start command, round game end command, and special prize opening ball entry command stored in the output buffer in this way are transmitted to the sub-control board 220 in the next output process (S100).
[0095] Furthermore, when the control of the jackpot opening solenoid 29m (operation of the opening / closing door 29) according to the above-described opening pattern is completed, the jackpot game ends. Then, a jackpot game end command indicating the end of the jackpot game is stored in the output buffer of the RAM 203. The jackpot game end command stored in the output buffer in this manner is transmitted to the sub-control board 220 in the next output process (S100). When the jackpot game ends, if the jackpot game is an "8R normal win," the game state is set to "normal state." On the other hand, if the jackpot game is an "8R high probability win," "16R high probability win," or "2R high probability win," the game state is set to "ST state." At this time, the "remaining ST number of times" is set to 200. When the game state is set in this manner, a game state designation command indicating the set game state (including the remaining ST number of times) is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0096] The first special symbol reserve and the second special symbol reserve can also be regarded as "acquired information," and the RAM 203 storing the first special symbol reserve and the second special symbol reserve can also be regarded as "acquired information storage means." Also, the CPU 201 of the main control board 200, which determines in advance whether the first special symbol reserve or the second special symbol reserve is predetermined information, can also be regarded as "preliminary determination means." Also, the special symbol can also be regarded as an "identification symbol," and the variable display of the special symbol (symbol variable game) can also be regarded as "special symbol variation," and the CPU 201 of the main control board 200, which displays the variable display of the special symbol (symbol variable game, special symbol variation), can also be regarded as "special symbol variation means." Furthermore, the jackpot symbol can be regarded as a "winning symbol," the jackpot opening 28 can be regarded as a "variable ball opening," the jackpot game can be regarded as a "winning game" or "benefit," and the CPU 201 of the main control board 200, which executes a jackpot game (grant a bonus to the player) when a special symbol (identification symbol) stops and displays as a jackpot symbol (winning symbol) (when a predetermined granting condition is met), can be regarded as a "benefit granting means" or a "winning game executing means." Furthermore, the "non-electric support state," "low probability state," and "normal state" can be regarded as a "first state," and the "electric support state," "high probability state," and "ST state" can be regarded as a "second state," and the CPU 201 of the main control board 200, which can set these states as game states, can be regarded as a "game state setting means."
[0097] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special symbols stored in the first special symbol reservation storage area and the number of reserved second special symbols stored in the second special symbol reservation storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various effects based on these numbers, such as displaying reserved symbols corresponding to the number of reserved first special symbols or the number of reserved second special symbols on the effect display device 41.
[0098] D. Performance control processing: 10 is a flowchart showing the general flow of the performance control process performed by the CPU 221 of the sub-control board 220 as control related to performance. The performance control process is performed by the CPU 221 of the sub-control board 220 based on a timer interrupt that occurs at predetermined intervals (for example, every 10 ms). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below in accordance with the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process will be omitted.
[0099] When the performance control process starts, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the command in a received command storage area of the RAM 223 as an external interrupt process. In the command analysis process (S800), the CPU 221 determines a performance corresponding to the command stored in this received command storage area, i.e., the command received from the main control board 200, and stores commands to be sent to the image / audio control board 230, lamp control board 226, etc. to perform this performance in an output buffer secured in the RAM 223.
[0100] The CPU 221 of the sub-control board 220 then performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is sent to the image / audio control board 230, lamp control board 226, etc. When a command is received from the sub-control board 220, the image / audio control board 230 displays an image corresponding to the received command on the performance display device 41, and outputs sound corresponding to the received command from the speakers 6a, 6b, etc. Furthermore, the lamp control board 226 causes the lamps 5a to 5c, etc. to emit light in a light emission pattern corresponding to the received command.
[0101] As described above, the sub-control board 220 executes various effects in cooperation with the image / audio control board 230, the lamp control board 226, etc., but for the sake of convenience in this specification, the execution of various effects by the sub-control board 220 in cooperation with the image / audio control board 230, the lamp control board 226, etc. will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various effects."
[0102] 11 shows the processing performed by the CPU 221 of the sub-control board 220 in response to a command received from the main control board 200. As shown in FIG. 11, when the CPU 221 of the sub-control board 220 receives a preliminary determination result command, it performs a preliminary performance, which is a performance based on the preliminary determination result. For example, it may display an image of a character or the like corresponding to the preliminary determination result on the performance display device 41, or it may change the appearance of the reserved symbols displayed in the first reserved display area 41d and the second reserved display area 41e of the performance display device 41 to a appearance corresponding to the preliminary determination result. Note that the preliminary determination performance does not need to be performed all the time when a preliminary determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).
[0103] Furthermore, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays the same number of reserved symbols as the first special symbol reserved number and the second special symbol reserved number indicated by this command in the first reserved display area 41d and the second reserved display area 41e of the effect display device 41. It is not necessary to display both the first special symbol reserved number and the second special symbol reserved number at all times, and for example, in a "normal state" where left-hand hitting is performed, that is, in a state where a game mainly based on the first special symbol is played, the first special symbol reserved number may be displayed, and in an "ST state" where right-hand hitting is performed, that is, in a state where a game mainly based on the second special symbol is played, the second special symbol reserved number may be displayed.
[0104] Furthermore, when the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it starts a pattern variation effect (including the variation display of the decorative symbols 41a, 41b, and 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special symbol (first special symbol or second special symbol). Since the pattern variation effect is performed in accordance with the variation pattern, the reach effect (see FIG. 6(b)) performed as part of the pattern variation effect is also performed when the corresponding variation pattern is selected. In detail, when the result of the jackpot determination is a jackpot, if a variation pattern corresponding to the reach effect is selected, a reach effect is performed, and then a pattern variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop and display with a double number. Furthermore, when the result of the jackpot determination is a miss, if a variation pattern corresponding to the reach effect is selected, a pattern variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop and display with a random number. When a variation stop command is received during the execution of the symbol variation effect, the CPU 221 of the sub-control board 220 stops and displays the decorative symbols 41a, 41b, 41c as a double or a random number.
[0105] 11, when the CPU 221 of the sub-control board 220 receives a jackpot game start command, it starts a presentation related to the jackpot game. For example, at the timing when the jackpot game starts, it executes a fanfare presentation indicating the start of the jackpot game, and starts a presentation to display a moving image (so-called movie) indicating that the jackpot game is being played.
[0106] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts an effect corresponding to the set game state. For example, it executes an effect in which the decorative symbols 41a, 41b, 41c and their background images are changed to a mode (color, shape, etc.) corresponding to the game state, or starts an effect that displays the "remaining number of STs" when the "ST state" is set. In the effect that displays the "remaining number of STs," naturally, when one symbol-variable game (variable display of special symbols) is performed while the "ST state" is set, the displayed "remaining number of STs" is also decremented by one.
[0107] E. Directions related to the operation of the direction control unit: Here, in the pachinko machine 1 of this embodiment, various effects can be executed as effects related to the operation of the effect operation units 10a, 10b, and 10c. These effects will be explained below, but as a preparation, the character effects will first be explained.
[0108] E-1. Character Design: In the pachinko machine 1 of this embodiment (the CPU 221 of the sub-control board 220), during the execution of the reach effect described above using Fig. 6(b) (as part of the symbol variation effect), it is possible to execute a "character effect" in which a character is displayed on the display screen of the effect display device 41. As this "character effect", seven types of character effects A to G can be executed, and the characters (character images) that appear (are displayed) are different from each other.
[0109] Specifically, character performance A is a performance in which character A appears. Similarly, character performance B is a performance in which character B appears, character performance C is a performance in which character C appears, character performance D is a performance in which character D appears, character performance E is a performance in which character E appears, character performance F is a performance in which character F appears, and character performance G is a performance in which character G appears.
[0110] As shown in Figure 12, in the pachinko machine 1 of this embodiment, when the result of the jackpot determination is a jackpot (at the time of a jackpot), the probability that a variation pattern corresponding to character effect A will be selected (probability of executing character effect A) is the lowest, and it is set to increase as follows: "probability that a variation pattern corresponding to character effect B will be selected (probability of executing character effect B)" → "probability that a variation pattern corresponding to character effect C will be selected (probability of executing character effect C)" → "probability that a variation pattern corresponding to character effect D will be selected (probability of executing character effect D)" → "probability that a variation pattern corresponding to character effect E will be selected (probability of executing character effect E)" → "probability that a variation pattern corresponding to character effect F will be selected (probability of executing character effect F)" → "probability that a variation pattern corresponding to character effect G will be selected (probability of executing character effect G)."
[0111] Conversely, when the result of the jackpot judgment is a miss (when a miss occurs), the "probability that a variation pattern corresponding to character effect G will be selected (probability of executing character effect G)" is the lowest, and it is set to increase as follows: "probability that a variation pattern corresponding to character effect F will be selected (probability of executing character effect F)" → "probability that a variation pattern corresponding to character effect E will be selected (probability of executing character effect E)" → "probability that a variation pattern corresponding to character effect D will be selected (probability of executing character effect D)" → "probability that a variation pattern corresponding to character effect C will be selected (probability of executing character effect C)" → "probability that a variation pattern corresponding to character effect B will be selected (probability of executing character effect B)" → "probability that a variation pattern corresponding to character effect A will be selected (probability of executing character effect A)."
[0112] Therefore, when a character effect is executed, the possibility that the jackpot determination result will be a jackpot (also referred to herein as "jackpot expectation rate") is lowest when character effect A is executed, and increases in the following order: when character effect B is executed → when character effect C is executed → when character effect D is executed → when character effect E is executed → when character effect F is executed → when character effect G is executed. For this reason, the player can be made to expect that a character effect with a higher jackpot expectation rate (the jackpot expectation rate when executed) will be executed.
[0113] It should be noted that, for the character effects A to G, different types of characters appear, but it is sufficient that the differences between these effects can be distinguished by the player. For example, it is possible to adopt an effect in which the background images displayed are different from each other, or an effect in which the decorative patterns (left decorative pattern 41a, right decorative pattern 41c, etc.) that can be displayed as double numbers and are stopped at the start of the reach effect are different from each other.
[0114] E-2. Operation acceptance period: In the pachinko machine 1 of this embodiment (the CPU 221 of the sub-control board 220) an "operation acceptance period" can be set (started) while the special pattern is being displayed (as part of the pattern change performance while the reach performance is being executed), and when the player operates the performance operation units 10a, 10b, 10c during this "operation acceptance period", the character performance described above is executed.
[0115] The "operation acceptance period" can be set (started) in three different periods with different triggers (start triggers) for executing the character effect. Specifically, as shown in Fig. 13(a), it is possible to set an "operation acceptance period A" in which the character effect is executed when the effect button 10a is operated, an "operation acceptance period B" in which the character effect is executed when the jog shuttle 10b is operated, and an "operation acceptance period C" in which the character effect is executed when the directional button 10c is operated, as shown in Fig. 13(c).
[0116] Furthermore, even if a performance operation unit other than the performance button 10a (the jog shuttle 10b, the directional button 10c) is operated during the "operation acceptance period A," no character performance will be performed. Also, even if a performance operation unit other than the jog shuttle 10b (the performance button 10a, the directional button 10c) is operated during the "operation acceptance period B," no character performance will be performed. Also, even if a performance operation unit other than the directional button 10c (the performance button 10a, the jog shuttle 10b) is operated during the "operation acceptance period C," no character performance will be performed.
[0117] E-3. Operation reminder performance: When the above-mentioned "operation acceptance period" begins, the CPU 221 of the sub-control board 220 executes an "operation prompt effect" that prompts the player to operate the effect operation units 10a, 10b, and 10c. Specifically, when the "operation acceptance period A" begins, as shown in parentheses in FIG. 13(a), an "operation prompt effect A" is executed that prompts the player to operate the effect button 10a (for example, an effect in which a text image saying "Operate the effect button!" is displayed on the effect display device 41). Then, when the effect button 10a is operated (during the operation acceptance period A) by a player who has received this "operation prompt effect A," a character effect is executed.
[0118] 13(b), an "operation prompt effect B" is executed to prompt the player to operate the jog shuttle 10b (for example, an effect in which a text image saying "Operate the jog shuttle!" is displayed on the effect display device 41). When the player who has received this "operation prompt effect B" operates the jog shuttle 10b (during the operation acceptance period B), a character effect is executed.
[0119] Also, at the timing when the "operation reception period C" starts, as shown in parentheses in FIG. 13(c), an "operation prompting effect C" (for example, an effect of displaying a character image saying "Operate the direction button!") that prompts the operation of the direction button 10c is executed on the effect display device 41. Then, when the direction button 10c is operated by a player who has received such an "operation prompting effect C" (during the operation reception period C), a character effect is executed.
[0120] E-4. Execution probability of character effect: As described above, in the pachinko machine 1 of this embodiment, when the effect operation units 10a, 10b, and 10c (corresponding to the operation reception period) are operated during the "operation reception period", a character effect is executed, and the execution probability of each character effect corresponds to the type of the "operation reception period" (the type of the effect operation unit 10a, 10b, 10c that is operated).
[0121] That is, in the pachinko machine 1 of this embodiment (the CPU 221 of the sub-control board 220), as shown in FIG. 14, when the "character effect A" is executed, the "operation reception period A" is set (started) with a probability of 90%, the "operation reception period B" is set (started) with a probability of 7%, and the "operation reception period C" is set (started) with a probability of 3%.
[0122] Also, when the "character effect B" is executed, the "operation reception period A" is set (started) with a probability of 70%, the "operation reception period B" is set (started) with a probability of 20%, and the "operation reception period C" is set (started) with a probability of 10%. Also, when the "character effect C" is executed, the "operation reception period A" is set (started) with a probability of 55%, the "operation reception period B" is set (started) with a probability of 30%, and the "operation reception period C" is set (started) with a probability of 15%.
[0123] Furthermore, when "Character Performance D" is executed, "Operation Acceptance Period A" is set (started) with a 30% probability, "Operation Acceptance Period B" is set (started) with a 40% probability, and "Operation Acceptance Period C" is set (started) with a 30% probability. Furthermore, when "Character Performance E" is executed, "Operation Acceptance Period A" is set (started) with a 15% probability, "Operation Acceptance Period B" is set (started) with a 30% probability, and "Operation Acceptance Period C" is set (started) with a 55% probability.
[0124] Furthermore, when "Character Performance F" is executed, "Operation Acceptance Period A" is set (started) with a 10% probability, "Operation Acceptance Period B" is set (started) with a 20% probability, and "Operation Acceptance Period C" is set (started) with a 70% probability. Furthermore, when "Character Performance G" is executed, "Operation Acceptance Period A" is set (started) with a 3% probability, "Operation Acceptance Period B" is set (started) with a 7% probability, and "Operation Acceptance Period C" is set (started) with a 90% probability.
[0125] In the pachinko machine 1 of this embodiment, the "operation acceptance period" is set (started) with the above-mentioned probabilities, so as shown in Figure 15, the probability that a character effect (and therefore character effect G) with a higher jackpot expectation will be performed is highest when the "operation acceptance period C" is set (started) (when a character effect is performed based on the operation of the directional button 10c), and lowest when the "operation acceptance period A" is set (started) (when a character effect is performed based on the operation of the effect button 10a). In contrast, the probability that a character effect (and therefore character effect A) with a lower jackpot expectation will be performed is highest when the "operation acceptance period A" is set (started) (when a character effect is performed based on the operation of the effect button 10a), and lowest when the "operation acceptance period C" is set (started) (when a character effect is performed based on the operation of the directional button 10c).
[0126] This can also be interpreted as meaning that the likelihood of a jackpot is higher for a character effect that is executed based on the operation of the effect operation unit (directional button 10c) during operation acceptance period C (character effect that is executed when operation prompt effect C is performed) than for a character effect that is executed based on the operation of the effect operation unit (effect button 10a) during operation acceptance period A (character effect that is executed when operation prompt effect A is performed).
[0127] Therefore, players can be made to expect that an "operation acceptance period" will be set (started) in which a character effect with a higher probability of winning will be executed, and that "operation acceptance period B" will be set (started) rather than "operation acceptance period A" (operation prompt effect B will be executed rather than operation prompt effect A), or that "operation acceptance period C" will be set (started) rather than "operation acceptance period B" (operation prompt effect C will be executed rather than operation prompt effect B), thereby increasing interest in the game.
[0128] Since the symbol change effect is an effect that is performed in response to the change pattern, the "character effect" that is part of the symbol change effect is also performed when the corresponding change pattern is selected. The "operation acceptance period" that is part of the symbol change effect (and the operation prompt effect) is also set (started) (performed) when the corresponding change pattern is selected.
[0129] Therefore, the execution probability of each character effect A to G and the setting probability (start probability) of each operation acceptance period A to C (execution probability of each operation prompt effect A to C) are set by the proportion of the variation pattern selection random numbers assigned to each variation pattern in the variation pattern selection table described above with reference to Figure 8.
[0130] E-5. Premonition: In the pachinko machine 1 of this embodiment, the "operation acceptance period" is set (started) in the manner described above, and the CPU 221 of the sub-control board 220 can execute a "premonition effect" that suggests that the "operation acceptance period" is about to begin.
[0131] As such "signal effects," it is possible to execute a "first sign effect" and a "second sign effect," which are executed in different ways. Specifically, it is possible to execute a "first sign effect" in which the text "Operation acceptance period approaching?" is displayed on the display screen of the effect display device 41, and a "second sign effect" in which the text "Prepare for the operation acceptance period!" is displayed on the display screen of the effect display device 41. Of these, the "first sign effect" starts 5 seconds before the start of the "operation acceptance period (operation prompt effect)," as shown in FIG. 16(a), and continues for 5 seconds until the "operation acceptance period (operation prompt effect)" starts. Furthermore, the "second sign effect" starts 8 seconds before the start of the "operation acceptance period (operation prompt effect)," as shown in FIG. 16(b), and continues for 8 seconds until the "operation acceptance period (operation prompt effect)" starts.
[0132] 17 shows a flowchart of the "premonition effect start process" for starting the "premonition effect." This "premonition effect start process" is executed by the CPU 221 of the sub-control board 220 as a timer interrupt process (for example, every 10 ms).
[0133] When the "premonition effect start process" is started, the CPU 221 of the sub-control board 220 first determines whether or not the "premonition effect" has already started (S1000). That is, in the pachinko machine 1 of this embodiment, since the "premonition effect" is performed only once during one execution of the variable display of the special symbol (pattern variable game), it determines whether or not the "premonition effect" has already started in the currently executed variable display of the special symbol (pattern variable game).
[0134] As a result, if the "premonition effect" has not yet started in the currently executing variable display of the special symbol (S1000: no), it is determined whether or not it is time to start the "first premonition effect" (S1002).
[0135] Here, in the pachinko machine 1 of this embodiment, the setting mode (execution mode) of the "operation acceptance period (operation prompting effect)" and the execution mode of the "character effect" are set for each variation pattern, and the start timing of the "first premonition effect" is also set for each variation pattern. Therefore, in the judgment process of S1002, it is judged whether or not it is the start timing of the "first premonition effect" based on the variation pattern of the variable display of the currently executed special symbol.
[0136] Naturally, when the "operation acceptance period" starts in the currently running variable display of special symbols, the start timing of the "first premonition effect" is 5 seconds before the start of the "operation acceptance period" (see FIG. 16(a)). Also, even in the variable display of special symbols for which the "operation acceptance period" does not start, the "first premonition effect" may start. In such variable display of special symbols, even if the "operation acceptance period" does not start, for example, the start timing of the "first premonition effect" is set to be a predetermined time after the start of the variable display of the special symbols. Also, there are some variation patterns for which the start timing of the "first premonition effect" is not set, and when such a variation pattern is selected (during the variable display of special symbols based on such a variation pattern), the "first premonition effect" is not executed.
[0137] If it is determined in the determination process of S1002 that it is the timing to start the "first premonition effect" (S1002: yes), a "first premonition effect start lottery" is executed to determine whether or not to start the "first premonition effect" (S1004). Then, if the "first premonition effect start lottery" is won (S1006: yes), the "first premonition effect" is started (S1008).
[0138] The probability of winning this "First Premonition Effect Start Lottery," i.e., the probability of starting the "First Premonition Effect," corresponds to the setting of the "Operation Acceptance Period" for the currently running variable display of the special pattern.
[0139] Specifically, as shown in FIG. 18(a), if an "operation acceptance period" is not set (does not start) in the currently active special symbol variable display, there is a 3% chance of winning (the first premonition effect starts). Also, if an "operation acceptance period A" is set (starts) in the currently active special symbol variable display, there is a 50% chance of winning (the first premonition effect starts). Also, if an "operation acceptance period B" is set (starts) in the currently active special symbol variable display, there is a 20% chance of winning (the first premonition effect starts). Also, if an "operation acceptance period C" is set (starts) in the currently active special symbol variable display, there is a 2% chance of winning (the first premonition effect starts). In other words, when any of the "operation acceptance periods" is set (starts) in the currently running display of the special pattern changes, the probability of the "first premonition effect" being executed is highest when "operation acceptance period A" is set (starts), next highest when "operation acceptance period B" is set (starts), and lowest when "operation acceptance period C" is set (starts).
[0140] The above describes the process when it is determined in the determination process of S1002 that it is the timing to start the "first precursor effect" (S1002: yes). On the other hand, if it is not the timing to start the "first precursor effect" (S1002: no), it is determined whether it is the timing to start the "second precursor effect" (S1012).
[0141] Here, in the pachinko machine 1 of this embodiment, the setting mode (execution mode) of the "operation acceptance period (operation prompting effect)" and the execution mode of the "character effect" are set for each variation pattern, and the start timing of the "second premonition effect" is also set for each variation pattern. Therefore, in the judgment process of S1012, it is judged whether or not it is the start timing of the "second premonition effect" based on the variation pattern of the variable display of the currently executed special symbol.
[0142] Naturally, when the "operation acceptance period" starts in the currently running variable display of a special symbol, the "second premonition effect" starts 8 seconds before the "operation acceptance period" starts (see Figure 16(b)). Also, in the variable display of a special symbol for which the "operation acceptance period" does not start, the "second premonition effect" will not start. Furthermore, even among the variable display patterns of special symbols for which the "operation acceptance period" starts, there are some for which the timing at which the "second premonition effect" can start is not set, and when such a variable pattern is selected (while the variable display of a special symbol based on such a variable pattern is being executed), the "second premonition effect" will not be executed.
[0143] If it is determined in the determination process of S1012 that it is the timing to start the "second premonition effect" (S1012: yes), a "second premonition effect start lottery" is executed to determine whether or not to start the "second premonition effect" (S1014). Then, if the "second premonition effect start lottery" is won (S1016: yes), the "second premonition effect" is started (S1018).
[0144] The probability of winning this "second premonition effect start lottery," i.e., the probability of starting the "second premonition effect," corresponds to the setting of the "operation acceptance period" for the currently running variable display of the special pattern.
[0145] In more detail, as shown in Figure 18(b), if the "operation acceptance period" is not set (if it has not started) in the currently running variable display of the special symbol, there is a 0% probability of winning (the second premonition effect will start). In other words, if the "operation acceptance period" is not set (if it has not started) in the currently running variable display of the special symbol, the "second premonition effect" will not be executed.
[0146] Furthermore, if "operation acceptance period A" is set (or starts) in the currently active special symbol variable display, there is a 5% chance of winning (the second premonition effect starts). Furthermore, if "operation acceptance period B" is set (or starts) in the currently active special symbol variable display, there is a 20% chance of winning (the second premonition effect starts). Furthermore, if "operation acceptance period C" is set (or starts) in the currently active special symbol variable display, there is a 50% chance of winning (the second premonition effect starts). In other words, when any "operation acceptance period" is set (or starts) in the currently active special symbol variable display, the execution probability of the "second premonition effect" is highest when "operation acceptance period C" is set (or starts), next highest when "operation acceptance period B" is set (or starts), and lowest when "operation acceptance period A" is set (or starts).
[0147] As described above, in the pachinko machine 1 of this embodiment, the execution probability of the "first precursor effect" is highest when "operation acceptance period A" is set (when it starts), next highest when "operation acceptance period B" is set (when it starts), and lowest when "operation acceptance period C" is set (when it starts). In contrast, the execution probability of the "second precursor effect" is highest when "operation acceptance period C" is set (when it starts), next highest when "operation acceptance period B" is set (when it starts), and lowest when "operation acceptance period A" is set (when it starts).
[0148] As mentioned above, players expect a character effect (and thus character effect G) with a higher jackpot expectation to be displayed. The probability of this execution is highest when "operation acceptance period C" is set (started) (when operation prompt effect C is displayed), next highest when "operation acceptance period B" is set (started) (when operation prompt effect B is displayed), and lowest when "operation acceptance period A" is set (started) (when operation prompt effect A is displayed). For this reason, players expect an "operation acceptance period" that is more likely to display a character effect with a higher jackpot expectation to be set (started) (when an operation prompt effect is displayed). In other words, players expect "operation acceptance period B" to be set (started) rather than "operation acceptance period A" (when operation prompt effect B is displayed rather than operation prompt effect A), and they expect "operation acceptance period C" to be set (started) rather than "operation acceptance period B" (when operation prompt effect C is displayed rather than operation prompt effect B).
[0149] In this regard, in the pachinko machine 1 of this embodiment, the "operation acceptance period" in which a character effect with a higher expectation of a jackpot is more likely to be set (started) when the "second premonition effect" is performed than when the "first premonition effect" is performed. This makes it possible to realize a novel gameplay feature in which the player is made to look forward to the "second premonition effect" being performed rather than the "first premonition effect," thereby increasing the player's interest in the game.
[0150] As described above, in the pachinko machine 1 of this embodiment, when the effect operation units 10a, 10b, and 10c are operated during the operation acceptance period, a character effect can be executed, and an "omen effect" that indicates the start of such an "operation acceptance period" can be executed. Therefore, for a player who is expecting the "operation acceptance period" to start (that a character effect based on the operation of the effect operation units 10a, 10b, and 10c will be executed), it is possible to realize a novel gameplay feature in which the player is made to expect the "omen effect" to be executed, and it is possible to increase the interest in the game.
[0151] Furthermore, in the pachinko machine 1 of this embodiment, the following "operation acceptance periods" can be set (started): "operation acceptance period A in which a character effect is executed based on the operation of effect button 10a," "operation acceptance period B in which a character effect is executed based on the operation of jog shuttle 10b," and "operation acceptance period C in which a character effect is executed based on the operation of directional button 10c." Furthermore, character effects with a higher jackpot expectation are more likely to be produced when a character effect is executed based on the operation of jog shuttle 10b than when a character effect is executed based on the operation of effect button 10a, and character effects with a higher jackpot expectation are more likely to be produced when a character effect is executed based on the operation of directional button 10c than when a character effect is executed based on the operation of jog shuttle 10b. Therefore, for players expecting character effects with a higher jackpot expectation, a novel gameplay feature can be realized in which the player is made to expect operation acceptance period B to be set (started) rather than operation acceptance period A, and operation acceptance period C to be set (started) rather than operation acceptance period B, thereby enhancing the player's interest in the game.
[0152] Furthermore, in the pachinko machine 1 of this embodiment, the longer the time between the start of the "premonition effect" and the start of the "operation acceptance period," the more likely it is that an "operation acceptance period (and therefore operation acceptance period C)" will be set (started), in which a character effect with a higher expectation of a jackpot is more likely to be executed. That is, when a "first premonition effect" starts, the "operation acceptance period" starts 5 seconds after the start of the "premonition effect," and when a "second premonition effect" starts, the "operation acceptance period" starts 8 seconds after the start of the "premonition effect." Therefore, for a player who expects an "operation acceptance period (and therefore operation acceptance period C)" to be set (started), in which a character effect with a higher expectation of a jackpot is more likely to be executed, a novel gameplay feature can be realized in which the player is made to expect a longer "time between the start of the premonition period and the start of the operation acceptance period," thereby increasing the player's interest in the game. Furthermore, this effect becomes even more pronounced when the display content of the "first premonition effect" and the "second premonition effect" is the same (when it is not possible to tell whether it is the first premonition effect or the second premonition effect based on the display content).
[0153] Furthermore, in the pachinko machine 1 of this embodiment, the "operation acceptance period (and therefore operation acceptance period C)" in which a character effect with a higher expectation of a jackpot is more likely to be executed is more likely to start when the "second premonition effect" is executed than when the "first premonition effect" is executed. Therefore, a novel gameplay can be realized in which a player who is expecting the "operation acceptance period (and therefore operation acceptance period C)" in which a character effect with a higher expectation of a jackpot is more likely to be executed is made to expect the "second premonition effect" to be executed rather than the "first premonition effect," thereby making it possible to increase interest in the game.
[0154] Furthermore, "character effects" can also be considered as "possibility suggestion effects," "operation acceptance period A," "operation acceptance period B," and "operation acceptance period C" can also be considered as "first operation acceptance period" and "second operation acceptance period," and "player operation on effect button 10a," "player operation on jog shuttle 10b," and "player operation on directional button 10c" can also be considered as "first player operation" and "second player operation."
[0155] F. Variations: Next, a modified example will be described. F-1. Variation 1: The above-mentioned "first precursor effect" and "second precursor effect" may be executed in the following manner: That is, the time from the end of the "precursor effect" to the start of the "operation acceptance period (operation prompt effect)" may be different for the "first precursor effect" and the "second precursor effect."
[0156] In this way, a novel gameplay can be realized in which players who are expecting the "operation acceptance period (and therefore operation acceptance period C)" to be set (started), during which character effects with a higher probability of winning a jackpot are more likely to be executed, are made to pay attention to the time from the end of the "premonition effect" to the start of the "operation acceptance period (operation prompt effect)", thereby increasing their interest in the game.
[0157] For example, when a "first precursor effect" is performed, the "operation acceptance period (operation prompt effect)" begins when the "first precursor effect" ends, as shown in Figure 19(a). On the other hand, when a "second precursor effect" is performed, the "operation acceptance period (operation prompt effect)" begins three seconds after the "second precursor effect" ends, as shown in Figure 19(b).
[0158] In this way, a novel gameplay can be realized in which a player who is expecting the "operation acceptance period (and therefore operation acceptance period C)" to be set (start), in which a character effect with a higher probability of winning is more likely to be executed, is made to expect that the "operation acceptance period (operation prompt effect)" will not start at the timing when the "premonition effect" ends (the time from the end of the "premonition effect" to the start of the "operation acceptance period (operation prompt effect)" will be longer), thereby making it possible to increase interest in the game.
[0159] Furthermore, the above effects become even more pronounced when the display content of the "first premonition effect" and the "second premonition effect" is the same (when it is not possible to determine whether it is the first premonition effect or the second premonition effect based on the display content).
[0160] F-2. Variation 2: Furthermore, the above-mentioned "first precursor effect" and "second precursor effect" may be executed in the following manner: That is, the "first precursor effect" and the "second precursor effect" may be started differently in terms of whether they are started during the execution of a reach effect or before the start of a reach effect.
[0161] In this way, a novel gameplay can be realized in which a player who is expecting the "operation acceptance period (and therefore operation acceptance period C)" to be set (start), during which character effects with a higher probability of winning are more likely to be executed, is made to pay attention to whether the "premonition effect" starts during the execution of the reach effect or before the start of the reach effect, thereby increasing the player's interest in the game.
[0162] For example, as shown in Figure 20(a), the "first precursor effect" is started during the execution of the reach effect, whereas as shown in Figure 20(b), the "second precursor effect" is started before the reach effect begins.
[0163] In this way, a novel gameplay can be realized in which a player who is expecting the "operation acceptance period (and therefore operation acceptance period C)" to be set (started), in which a character performance with a higher probability of winning a jackpot is more likely to be executed, is made to expect the "premonition performance" to start before the start of the reach performance, thereby increasing the player's interest in the game.
[0164] Furthermore, the above effects become even more pronounced when the display content of the "first premonition effect" and the "second premonition effect" is the same (when it is not possible to determine whether it is the first premonition effect or the second premonition effect based on the display content).
[0165] F-3. Variation 3: The above-mentioned "first precursor effect" and "second precursor effect" may be executed in the following manner: That is, the operation modes of the effect operation units 10a, 10b, and 10c may be different between the "first precursor effect" and the "second precursor effect."
[0166] Specifically, the duration for which the effect operation units 10a, 10b, and 10c are operated may be different between the "first premonition effect" and the "second premonition effect." For example, the "first premonition effect" may vibrate the effect button 10a for one second, and the "second premonition effect" may vibrate the effect button 10a for two seconds.
[0167] Furthermore, the effect operation units 10a, 10b, and 10c to be operated may be different for the "first premonition effect" and the "second premonition effect." For example, the "first premonition effect" may vibrate the effect button 10a, and the "second premonition effect" may vibrate the direction button 10c (or jog shuttle 10b).
[0168] Furthermore, the "first premonition effect" and the "second premonition effect" may be configured to operate differently the effect operation units 10a, 10b, and 10c. For example, the "first premonition effect" may not vibrate the effect button 10a, and the "second premonition effect" may vibrate the effect button 10a.
[0169] In this way, a novel gameplay can be realized in which players who are expecting the "operation acceptance period (and therefore operation acceptance period C)" to be set (start), during which character effects with a higher probability of winning a jackpot are more likely to be executed, are drawn to the operating modes of the effect operation units 10a, 10b, and 10c, thereby increasing their interest in the game.
[0170] F-4. Variation 4: Furthermore, in the above-described embodiment, when an "omen effect (first omen effect or second omen effect)" is executed in the variable display of the special symbol, an "operation acceptance period" whose start is suggested by the "omen effect (first omen effect or second omen effect)" is set (started) during the variable display of the special symbol. In other words, in one variable display of the special symbol, both the execution of the "omen effect (first omen effect or second omen effect)" and the setting (start) of the "operation acceptance period" whose start is suggested by the "omen effect (first omen effect or second omen effect)" are performed.
[0171] Not limited to this, in variant example 4, when an "omen effect (first omen effect or second omen effect)" is executed in the display of a predetermined special pattern change, after the display of the special pattern change has ended, an "operation acceptance period" whose start is suggested by the "omen effect (first omen effect or second omen effect)" may be set (started).
[0172] For example, as shown in Figure 21(a), when an "omen effect (first omen effect or second omen effect)" is executed in the variable display of a predetermined special pattern (also referred to in this specification as a "prior variable display"), an "operation acceptance period" whose start is suggested by the "omen effect (first omen effect or second omen effect)" may be set (started) during the variable display of a special pattern (also referred to in this specification as a "later variable display") that occurs after the variable display of the special pattern.
[0173] Naturally, in such a configuration, the CPU 221 of the sub-control board 220 performs processing similar to the "premonition effect execution processing" described above with reference to Fig. 17 during the "premonition display." That is, during the "premonition display," it determines whether or not an "operation acceptance period" is set in the "later variable display" based on the preliminary determination result command, and executes the "premonition effect (first premonition effect or second premonition effect)" based on the determination result.
[0174] In such a fourth modification, when an "omen effect (first omen effect or second omen effect)" is performed during the "early variable display", an "operation acceptance period" may be set (started) during the "later variable display". In other words, even though an "omen effect (first omen effect or second omen effect)" is performed during the "early variable display", an "operation acceptance period" may not be set (started) during the "early variable display", but may be set (started) during the "later variable display". This provides a sense of surprise to the player, making it possible to increase interest in the game.
[0175] In the above-described embodiment, the "character effect" is an effect that suggests the probability of a jackpot, but it may also be an effect that suggests that the "ST state" will be set after the jackpot game ends. Such a "character effect" may also be executed based on the operation of the effect operation units 10a, 10b, and 10c during the "operation acceptance period" that is started (set) during the jackpot game.
[0176] Then, as shown in Figure 21(b), when an "omen effect (first omen effect or second omen effect)" is executed in the variable display of a predetermined special pattern (prior variable display), an "operation acceptance period" whose start is suggested by the "omen effect (first omen effect or second omen effect)" may be set (started) during the jackpot game (also referred to as "later jackpot game" in this specification) that takes place after the variable display of the special pattern.
[0177] Naturally, in such a configuration, the CPU 221 of the sub-control board 220 performs the same processing as the "premonition effect execution processing" described above with reference to Fig. 17 during the "future variable display." That is, during the "future variable display," it determines whether or not an "operation acceptance period" is set in the "future jackpot game" based on the preliminary determination result command, and executes the "premonition effect (first premonition effect or second premonition effect)" based on the determination result.
[0178] In this type of variation 4, if an "omen effect (first omen effect or second omen effect)" is performed during the "future variable display," an "operation acceptance period" may be set (started) during the "subsequent jackpot game." In other words, even though an "omen effect (first omen effect or second omen effect)" is performed during the "future variable display," the "operation acceptance period" may not be set (started) during that "future variable display," and the "operation acceptance period" may start during the "subsequent jackpot game" that starts thereafter. This provides a sense of surprise to the player, making it possible to increase interest in the game.
[0179] G.Stop button: In the above-described pachinko machine 1, a "stop button SB" is provided on the launch handle 9. This "stop button SB" is an operation unit for stopping the launch of game balls.
[0180] In detail, when the launch handle 9 is rotated by the player, the CPU 201 of the main control board 200 (via the launcher unit 261) launches game balls toward the game area 21. However, even if the launch handle 9 is rotated, the game balls will not be launched if the "stop button SB" is operated. Naturally, even if game balls have been launched up to that point (even if the launch handle 9 is still being rotated), if the "stop button SB" is operated, the launch of the game balls will be stopped (the launcher unit 261 will be made to stop the launch of the game balls).
[0181] Such an operating unit similar to the "stop button SB" is provided as a matter of course even in conventional gaming machines. For example, in conventional gaming machines, when the operating amount of the operating unit reaches a specific amount (when the operating unit is moved to a specific position), the launch of game balls is stopped.
[0182] This is also the case with the pachinko machine 1 described above, and when the amount of depression (amount of operation) of the "stop button SB" reaches a specific amount, the CPU 201 of the main control board 200 stops the release of game balls. In more detail, a specific position sensor is provided at a position (also referred to as the "specific position" in this specification) where the amount of depression (amount of operation) of the "stop button SB" reaches a specific amount, and when the "stop button SB" is depressed (moved) to the "specific position," this specific position sensor detects the "stop button SB," and based on this, the CPU 201 of the main control board 200 stops the release of game balls. Note that a detailed structure of the "stop button SB" can be achieved by employing various well-known technologies, and therefore a description thereof will be omitted.
[0183] G-1. Description information output format 1: As shown in FIG. 22(a), the pachinko machine 1 described above can also detect when the amount of depression (operation amount) of the "stop button SB" reaches a "halfway amount, which is an amount less than a specific amount." Specifically, a halfway position sensor is provided at a position (a position before the specific position, also referred to as the "halfway position" in this specification) where the amount of depression (operation amount) of the "stop button SB" reaches a "halfway amount, which is an amount less than a specific amount." When the "stop button SB" is depressed (moved) to the "halfway position," this halfway position sensor detects the "stop button SB." In this case, the CPU 201 of the main control board 200 transmits a "command indicating that the stop button SB has been depressed to the halfway position" to the sub-control unit 220. Upon receiving this command, the CPU 221 of the sub-control unit 220 outputs information (also referred to as "explanatory information" in this specification) explaining the content of "the process to be executed when the stop button SB is further depressed (to the specific position)" (the specific process).
[0184] Specifically, when the "stop button SB" is pressed to the "halfway position" (when the amount of pressing of the stop button SB reaches the halfway amount), "information indicating that pressing the stop button SB further will stop the launch of game balls" is output as "explanatory information." For example, the text "The launch of game balls will be stopped" is displayed in the lower right corner of the display screen of the effect display device 41, and a voice saying "The launch of game balls will be stopped" is output from the speakers 6a and 6b.
[0185] To summarize the above, as shown in Figure 22(a), when a player presses the "stop button SB", first (when the stop button SB reaches a halfway position), "explanatory information" is output, and then (when the stop button SB reaches a specific position), the release of the game ball is stopped.
[0186] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "stop button SB" is pressed to the "halfway position" (the state in which the amount of pressing on the stop button SB has reached the halfway amount) is released (the stop button SB is no longer being operated), or may be terminated when the "stop button SB" is then pressed to the "halfway position" again, or when the "stop button SB" is pressed to a "specific position" (the amount of pressing on the stop button SB has reached a specific amount) (the launch of the game balls is stopped).
[0187] Naturally, if the "stop button SB" is pressed to the "halfway position" (the amount of pressing on the stop button SB reaches the halfway position) but is not pressed to the "specific position" (the amount of pressing on the stop button SB does not reach the specific position), the "explanatory information" will be output, but the launch of the game ball will not be stopped.
[0188] As described above, in the example described above using Figure 22(a), when the amount of operation in the direction (specific direction) in which the "stop button SB" is pressed reaches a specific amount, a process (specific process) is performed to stop the release of the game ball, but at the previous stage, i.e., when the amount of operation in the direction (specific direction) in which the "stop button SB" is pressed reaches an intermediate amount (an amount of operation less than the specific amount), "explanatory information" is output.
[0189] Here, a player who does not understand what will happen if he presses (operates) the "stop button SB" will timidly press (operate) the "stop button SB." In this case, it will take a long time from when the operation amount of the "stop button SB" reaches a halfway amount (when the explanatory information is output) until it reaches a specific amount (until the launch of the game balls is stopped). For this reason, such a player can be made to understand the "explanatory information" (that operating the stop button SB will stop the launch of the game balls), and then can choose whether or not to further increase the operation amount to stop the launch of the game balls.
[0190] On the other hand, a player who is aware that pressing (operating) the "stop button SB" will stop the launch of game balls will operate the "stop button SB" (press it all the way in one go) without hesitation. In this case, the time from when the operation amount of the "stop button SB" reaches a halfway amount (when explanatory information is output) to when it reaches a specific amount (when the launch of game balls is stopped) is shortened. Therefore, even if explanatory information is output, such a player can stop the launch of game balls without being aware of this explanatory information (without feeling that the explanatory information is bothersome).
[0191] G-2. Description information output format 2: In the example described above using Figure 22(a), when the "stop button SB" is pressed to the "halfway position" (when the amount of pressing of the stop button SB reaches the halfway amount), "explanatory information" is output. However, as shown in Figure 22(b), if the "stop button SB" is operated during the period when the game ball is being launched (the period when the launch handle 9 is being rotated), the launch of the game ball may be stopped regardless of the amount of operation.
[0192] In this case, it may be determined that the "stop button SB" has been operated when the "stop button SB" is pressed to the "halfway position" (when the amount of pressing on the stop button SB reaches the halfway amount), and the launch of the game balls may be stopped, or it may be determined that the "stop button SB" has been operated when the "stop button SB" is pressed to the "specific position" (when the amount of pressing on the stop button SB reaches the specific amount), and the launch of the game balls may be stopped. For this reason, it is sufficient to have either a halfway position sensor or a specific position sensor.
[0193] In this case, as shown in Figure 22(b), if the "stop button SB" is operated during a period when the game ball is not being launched (a period when the launch handle 9 is not being rotated), "explanatory information" is output regardless of the amount of operation.
[0194] In this case, too, the "stop button SB" may be determined to have been operated when it is pressed to the "halfway position" (when the amount of depression of the stop button SB reaches the halfway position), and "explanatory information" may be output. Alternatively, the "stop button SB" may be determined to have been operated when it is pressed to a "specific position" (when the amount of depression of the stop button SB reaches a specific amount), and "explanatory information" may be output. In this case, the "explanatory information" may be information indicating that operating the "stop button SB" while the game balls are being launched will stop the launch of the game balls. For example, the display device 41 may display the text "If the game balls are being launched, the launch of the game balls will be stopped" in the lower right corner of the display screen, or the speaker 6a, 6b may output a sound stating "If the game balls are being launched, the launch of the game balls will be stopped."
[0195] To summarize the above, as shown in Figure 22(b), when the "stop button SB" is operated during a period when the game ball is not being launched (a period when the launch handle 9 is not being rotated), "explanatory information" is output, and when the "stop button SB" is operated during a period when the game ball is being launched (a period when the launch handle 9 is being rotated), the launch of the game ball is stopped.
[0196] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "stop button SB" is operated is released, or may be terminated when the "stop button SB" is operated again after the state in which the "stop button SB" is operated is released, or may be terminated when the launch handle 9 is rotated (when the game ball is launched) (when the period in which the game ball is not launched ends).
[0197] As described above, in the example described above using Figure 22(b), when an operation (specific operation) of pressing the "stop button SB" is performed during the period when the game ball is being launched (second period), a process (specific process) of stopping the launch of the game ball is performed, and when an operation (specific operation) of pressing the "stop button SB" is performed during the period when the game ball is not being launched (first period), "explanatory information" is output.
[0198] Here, when the "stop button SB" (operation unit) that can be pressed (specific operation) comes into view among players, there are some who will unconsciously perform the operation of pressing the "stop button SB" (specific operation). In this regard, in the example described above using Figure 22(b), during the period (first period) when the process of stopping the launch of game balls (specific processing) is not performed, if the operation of pressing the "stop button SB" (specific operation) is performed, "explanatory information" is output, so that such players can be made aware of the content of the process of stopping the launch of game balls (specific processing) before actually performing the process.
[0199] G-3. Description information output mode 3: 22(c), if the "stop button SB" is operated for two seconds, the release of the game balls may be stopped. Such an operation of the "stop button SB" is called a long press, but in this specification it is also referred to as a "two-second continuous operation."
[0200] In this case, the state in which the "stop button SB" is pressed down to the "halfway position" (the state in which the stop button SB has been pressed down to the halfway amount) may be determined to be a state in which the "stop button SB" is being operated, and if this state continues for two seconds, it may be determined that a "2-second continuous operation" (long press) has been performed. Alternatively, the state in which the "stop button SB" is pressed down to a "specific position" (the state in which the stop button SB has been pressed down to a specific amount) may be determined to be a state in which the "stop button SB" is being operated, and if this state continues for two seconds, it may be determined that a "2-second continuous operation" (long press) has been performed.
[0201] Furthermore, when the "two-second continuous operation" (long press) is performed to stop the release of game balls, the state in which the "stop button SB" is operated may be released, thereby releasing the state in which the release of game balls has been stopped. Conversely, even when the "stop button SB" is released from its operated state, the state in which the release of game balls has been stopped may not be released, and when the "stop button SB" is next operated or when the "two-second continuous operation" is performed, the state in which the release of game balls has been stopped may be released.
[0202] In this case, when the release of game balls is stopped when a "two-second continuous operation" is performed, as shown in FIG. 22(c), the output of "explanatory information" may be started before the "stop button SB" has been operated for two seconds (before the two-second continuous operation occurs), that is, at the time when the "stop button SB" is operated. In this case, the "explanatory information" may be information indicating that the release of game balls will be stopped when a "two-second continuous operation" is performed. For example, the text "Press and hold to stop the release of game balls" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice message stating "Press and hold to stop the release of game balls" may be output from speakers 6a and 6b.
[0203] To summarize the above, as shown in Figure 22(c), when the "Stop button SB" is operated, the output of "explanatory information" begins at that point, and then, when the "Stop button SB" continues to be operated for two seconds (when the operation continues for two seconds), the release of the game balls is stopped.
[0204] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "stop button SB" is being operated is released, or may be terminated when the "stop button SB" is operated again after the state in which the "stop button SB" is being operated is released, or may be terminated when a "2-second continuous operation" is performed (when the launch of the game ball is stopped).
[0205] Naturally, if the "Stop button SB" is operated but this state does not continue for 2 seconds (if the operation is not performed for 2 seconds), the "explanatory information" will be output, but the release of the game ball will not be stopped.
[0206] As described above, in the example described above using Figure 22(c), the process of stopping the launch of game balls (specific process) is not performed simply by pressing the "stop button SB" (specific operation), but first, before the state in which the "stop button SB" is being operated (duration of the specific operation) reaches 2 seconds (specific time), only "explanatory information" is output, and then, when the state in which the "stop button SB" is being operated (duration of the specific operation) reaches 2 seconds (specific time) (when the operation is continued for 2 seconds), the process of stopping the launch of game balls (specific process) is performed. Therefore, after making the player aware of the "explanatory information" (that the launch of game balls will be stopped if the operation is continued for 2 seconds), the player can choose whether or not to continue operating the "stop button SB" (specific operation) and perform the process of stopping the launch of game balls (specific process).
[0207] H. Right Hit Button: In the above-described pachinko machine 1, a "right hit button RB" is also provided on the launch handle 9. This "right hit button RB" is an operation unit for performing a right hit.
[0208] Specifically, when the "right shot button RB" is operated, a right shot is performed (the firing device unit 261 is caused to perform a right shot) in the same manner as when the firing handle 9 is rotated so as to perform a right shot.
[0209] Such an operation unit similar to the "right hit button RB" is also provided in conventional gaming machines. For example, in conventional gaming machines, when the operation amount of the operation unit reaches a specific amount (when the operation unit is moved to a specific position), a right hit is performed.
[0210] This is also the case with the pachinko machine 1 described above, where when the amount of depression (amount of operation) of the "right hit button RB" reaches a specific amount, the CPU 201 of the main control board 200 controls the firing device unit 261 so that a right hit is performed. In more detail, a specific position sensor is provided at a "specific position" where the amount of depression (amount of operation) of the "right hit button RB" reaches a specific amount, and when the "right hit button RB" is pressed (moved) to the "specific position," this specific position sensor detects the "right hit button RB," and based on this, the CPU 201 of the main control board 200 controls the firing device unit 261 so that a right hit is performed. As a result, a right hit is performed in the same way as when the firing handle 9 is rotated to perform a right hit.
[0211] Incidentally, the detailed structure of the "right hit button RB" can employ various well-known technologies similar to those of the "stop button SB," and therefore a detailed explanation thereof will be omitted. Also, if the launch handle 9 is not rotated, even if the "right hit button RB" is operated, a right hit may not be performed (the game ball may not be launched), or, regardless of whether the launch handle 9 is rotated or not, when the "right hit button RB" is operated, a right hit may be performed.
[0212] H-1. Description information output format 1: As shown in FIG. 23(a), the pachinko machine 1 described above can also detect when the amount of depression (operation amount) of the "right hit button RB" reaches a "halfway amount, which is an amount less than a specific amount." Specifically, a halfway position sensor is provided at a position (a halfway position before the specific position) where the amount of depression (operation amount) of the "right hit button RB" reaches a "halfway amount, which is an amount less than a specific amount." When the "right hit button RB" is depressed (moved) to the "halfway position," this halfway position sensor detects the "right hit button RB." In this case, the CPU 201 of the main control board 200 transmits a "command indicating that the right hit button RB has been depressed to the halfway position" to the sub-control unit 220. When the CPU 221 of the sub-control unit 220 receives this command, it outputs information (explanatory information) explaining the content of the "processing to be executed when the right hit button RB is further depressed (to the specific position)" (specific processing).
[0213] Specifically, when the "right hit button RB" is pressed down to the "halfway position" (when the pressing amount of the right hit button RB reaches the halfway amount), "information indicating that a right hit will be performed when the right hit button RB is pressed further" is output as "explanatory information." For example, the text "Right hit will be performed" is displayed in the lower right corner of the display screen of the effect display device 41, and a voice saying "Right hit will be performed" is output from the speakers 6a and 6b.
[0214] To summarize the above, as shown in Figure 23(a), when a player presses the "right hit button RB", first "explanatory information" is output (when the right hit button RB reaches a halfway position), and then a right hit is performed (when the right hit button RB reaches a specific position).
[0215] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "right hit button RB" is pressed to the "halfway position" (the state in which the amount of pressing on the right hit button RB has reached the halfway amount) is released (the right hit button RB is no longer being operated), or may be terminated when the "right hit button RB" is then pressed to the "halfway position" again, or may be terminated when the "right hit button RB" is pressed to a "specific position" (the amount of pressing on the right hit button RB has reached a specific amount) (a right hit is performed).
[0216] Naturally, if the "right hit button RB" is pressed to the "halfway position" (the amount of pressing on the right hit button RB reaches the halfway amount) but is not pressed to the "specific position" (the amount of pressing on the right hit button RB does not reach the specific amount), the "explanatory information" will be output, but the right hit will not be performed.
[0217] As described above, in the example described above using Figure 23(a), when the amount of operation in the direction (specific direction) of pressing the "right hit button RB" reaches a specific amount, a process of hitting to the right (specific process) is performed, but at the previous stage, i.e., when the amount of operation in the direction (specific direction) of pressing the "right hit button RB" reaches an intermediate amount (an amount of operation less than the specific amount), "explanatory information" is output.
[0218] Here, a player who does not understand what will happen when he presses (operates) the "right hit button RB" will press (operate) the "right hit button RB" timidly. In this case, it will take a long time from when the operation amount for the "right hit button RB" reaches a halfway amount (from when the explanatory information is output) until it reaches a specific amount (until a right hit is performed). For this reason, such a player can be made to understand the "explanatory information" (that a right hit will be performed by operating the right hit button RB), and then can be made to choose whether or not to perform a right hit by further increasing the operation amount.
[0219] On the other hand, a player who knows that pressing (operating) the "right hit button RB" will perform a right hit will operate the "right hit button RB" (press it all the way in one go) without hesitation. In this case, the time from when the operation amount of the "right hit button RB" reaches a halfway amount (from when the explanatory information is output) to when it reaches a specific amount (until a right hit is performed) will be shorter. For this reason, even if explanatory information is output to such a player, it is possible to have the player perform a right hit without being aware of this explanatory information (without feeling that the explanatory information is bothersome).
[0220] H-2. Description information output format 2: In the example described above using Figure 23(a), when the "right hit button RB" is pressed to the "halfway position" (when the pressing amount of the right hit button RB reaches the halfway amount), "explanatory information" is output. Not limited to this, as shown in Figure 23(b), if the "right hit button RB" is operated during a period when right hitting is necessary (a period during which a jackpot game is being played, a period during which an electric support state is being performed), right hitting may be performed regardless of the amount of operation.
[0221] In this case, it may be determined that the "right hit button RB" has been operated when the "right hit button RB" is pressed down to the "halfway position" (when the amount of pressing of the right hit button RB reaches the halfway amount), and a right hit may be performed, or it may be determined that the "right hit button RB" has been operated when the "right hit button RB" is pressed down to the "specific position" (when the amount of pressing of the right hit button RB reaches the specific amount), and a right hit may be performed. For this reason, it is sufficient to have either a halfway position sensor or a specific position sensor.
[0222] In this case, as shown in Figure 23(b), if there is a period when right-hit is not necessary (a period when the game is not in a jackpot or electric support mode, for example, a period when the game is in a non-electric support mode), when the "right-hit button RB" is operated, "explanatory information" is output regardless of the amount of operation.
[0223] In this case, too, it may be determined that the "right hit button RB" has been operated when the "right hit button RB" is pressed down to the "halfway position" (when the amount of pressing of the right hit button RB reaches the halfway position), and "explanatory information" may be output. Alternatively, it may be determined that the "right hit button RB" has been operated when the "right hit button RB" is pressed down to a "specific position" (when the amount of pressing of the right hit button RB reaches a specific amount), and "explanatory information" may be output. In this case, the "explanatory information" may be information indicating that a right hit will be performed if the "right hit button RB" is operated during a period when a right hit is required. For example, the text "If a right hit is required during this period, a right hit will be performed" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice message stating "If a right hit is required during this period, a right hit will be performed" may be output from speakers 6a and 6b.
[0224] To summarize the above, as shown in Figure 23(b), when the "right hit button RB" is operated during a period when right hitting is not necessary (a period when neither a jackpot game nor an electric support state is in progress, for example, a period when the game is not in an electric support state), "explanatory information" is output, and when the "right hit button RB" is operated during a period when right hitting is necessary (a period when a jackpot game is in progress, a period when the game is in an electric support state), right hitting is performed.
[0225] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "right hit button RB" is being operated is released, or may be terminated when the "right hit button RB" is operated again after the state in which the "right hit button RB" is being operated is released, or may be terminated when a jackpot game or electric support state begins (when the period in which right hitting is not necessary ends).
[0226] As described above, in the example described above using Figure 23(b), if an operation (specific operation) of pressing the "right hit button RB" is performed during a period (second period) when a right hit is required, a process (specific process) of performing a right hit is performed, whereas if an operation (specific operation) of pressing the "right hit button RB" is performed during a period (first period) when a right hit is not required, "explanatory information" is output.
[0227] Here, when the "right hit button RB" (operation unit) that can perform a pressing operation (specific operation) comes into view among players, there are some who will perform the operation of pressing the "right hit button RB" (specific operation) without even realizing it. In this regard, in the example described above using Figure 23(b), during the period (first period) when the process of performing a right hit (specific process) is not performed, if the operation of pressing the "right hit button RB" (specific operation) is performed, "explanatory information" is output, so that such players can be made aware of the content of the process of performing a right hit (specific process) before actually performing the process of performing a right hit (specific process).
[0228] H-3. Description information output mode 3: 23(c), if the "right hit button RB" is operated for two seconds, a right hit may be performed. Such an operation on the "right hit button RB" is called a long press, but in this specification it is also referred to as a "two-second continuous operation."
[0229] In this case, the state in which the "right hit button RB" is pressed down to the "halfway position" (the state in which the right hit button RB has been pressed down to the halfway amount) may be determined to be a state in which the "right hit button RB" is being operated, and if this state continues for 2 seconds, it may be determined that a "2-second continuous operation" (long press) has been performed; or the state in which the "right hit button RB" is pressed down to a "specific position" (the state in which the right hit button RB has been pressed down to a specific amount) may be determined to be a state in which the "right hit button RB" is being operated, and if this state continues for 2 seconds, it may be determined that a "2-second continuous operation" (long press) has been performed.
[0230] Also, when a "two-second continuous operation" (long press) is performed to start a right-hand hit, the state in which the "right-hand hit button RB" is operated may be released, and the state in which the right-hand hit is being performed may also be released. Conversely, even if the state in which the "right-hand hit button RB" is operated is released, the state in which the right-hand hit is being performed may not be released, and the next time the "right-hand hit button RB" is operated, or when a "two-second continuous operation" is performed, the state in which the right-hand hit is being performed may be released.
[0231] In this case, when a "two-second continuous operation" is performed to perform a right hit, as shown in FIG. 23(c), the output of "explanatory information" may be started before the "right hit button RB" has been operated for two seconds (before the two-second continuous operation occurs), that is, at the time when the "right hit button RB" is operated. In this case, the "explanatory information" may be information indicating that a right hit will be performed if a "two-second continuous operation" is performed. For example, the text "Press and hold to perform a right hit" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice message stating "Press and hold to perform a right hit" may be output from speakers 6a and 6b.
[0232] To summarize the above, as shown in Figure 23(c), when the "right hit button RB" is operated, the output of "explanatory information" begins at that point, and then when the "right hit button RB" continues to be operated for 2 seconds (when the operation continues for 2 seconds), a right hit is performed.
[0233] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "right hit button RB" is being operated is released, or may be terminated when the "right hit button RB" is operated again after the state in which the "right hit button RB" is being operated is released, or may be terminated when a "2-second continuous operation" is performed (when a right hit is performed).
[0234] Naturally, if the "right hit button RB" is operated but this state does not continue for 2 seconds (if the operation is not performed for 2 seconds), the "explanatory information" will be output, but the right hit will not be performed.
[0235] As described above, in the example described above using Figure 23(c), the process of hitting the right (specific process) is not performed simply by pressing the "right hit button RB" (specific operation), but first, before the state in which the "right hit button RB" is operated (duration of the specific operation) reaches 2 seconds (specific time), only the output of "explanatory information" is performed, and then, when the state in which the "right hit button RB" is operated (duration of the specific operation) reaches 2 seconds (specific time) (when a continuous operation is performed for 2 seconds), the process of hitting the right (specific process) is performed. For this reason, after making the player aware of the "explanatory information" (that a right hit will be performed if a continuous operation is performed for 2 seconds), the player can continue to operate the "right hit button RB" (specific operation) and choose whether or not to perform the process of hitting the right (specific process).
[0236] In addition, the area of the game area 21 into which the game ball hit to the right flows can also be considered as a "specific area."
[0237] I. Performance button: In the pachinko machine 1 described above, an "operation acceptance period A" can be set (operation prompt performance A can be executed), and if the "performance button 10a" is operated during this "operation acceptance period A" (while operation prompt performance A is being executed), a character performance will be executed.
[0238] Specifically, during the "operation acceptance period A" (while operation prompt performance A is being executed), when the amount of depression (amount of operation) of the "performance button 10a" reaches a specific amount, the CPU 221 of the sub-control board 220 executes a character performance. Specifically, a specific position sensor is provided at a "specific position" where the amount of depression (amount of operation) of the "performance button 10a" reaches a specific amount, and when the "performance button 10a" is pressed (moved) to the "specific position," this specific position sensor detects the "performance button 10a," and based on this, the CPU 221 of the sub-control board 220 executes a character performance. Note that the detailed structure of the "performance button 10a" can employ various well-known technologies similar to those of the "stop button SB," and therefore a description thereof will be omitted.
[0239] I-1. Description information output mode 1: Here, as shown in FIG. 24(a), the pachinko machine 1 described above can also detect when the amount of pressing (operation amount) of the "effect button 10a" reaches a "halfway amount that is less than a specific amount." Specifically, a halfway position sensor is provided at a position (halfway position before the specific position) where the amount of pressing (operation amount) of the "effect button 10a" reaches a "halfway amount that is less than a specific amount." When the "effect button 10a" is pressed (moved) to the "halfway position," this halfway position sensor detects the "effect button 10a." Based on this detection, the CPU 221 of the sub-control board 220 outputs information (explanatory information) explaining the content of the "processing that will be executed when the effect button 10a is pressed further (to the specific position)" (specific processing).
[0240] Specifically, when the "effect button 10a" is pressed to the "halfway position" (when the pressing amount of the effect button 10a reaches the halfway amount), "information indicating that a character effect will be performed when the effect button 10a is pressed further" is output as "explanatory information." For example, the text "A character effect will be performed" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice saying "A character effect will be performed" may be output from the speakers 6a and 6b.
[0241] Naturally, unless it is during the "operation acceptance period A" (while operation prompt performance A is being executed), even if the amount of pressing (amount of operation) on the "performance button 10a" reaches a specific amount, the CPU 221 of the sub-control board 220 will not execute a character performance. For this reason, unless it is during the "operation acceptance period A" (while operation prompt performance A is being executed), even if the amount of pressing (amount of operation) on the "performance button 10a" reaches an intermediate amount, the CPU 221 of the sub-control board 220 may not output an "explanation performance".
[0242] To summarize the above, as shown in Figure 24(a), during the "operation acceptance period A" (while operation prompt effect A is being executed), when a player presses the "effect button 10a", first (when the effect button 10a reaches a mid-point), "explanatory information" is output, and then (when the effect button 10a reaches a specific position), a character effect (the character effect in the figure) is performed.
[0243] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or it may be terminated when the state in which the "effect button 10a" is pressed to the "halfway position" (the state in which the amount of pressure applied to the effect button 10a has reached the halfway position) is released (the effect button 10a is no longer being operated), or it may be terminated when the "effect button 10a" is then pressed to the "halfway position" again, or it may be terminated when the "effect button 10a" is pressed to a "specific position" (the amount of pressure applied to the effect button 10a has reached a specific amount) (a character effect is performed), or it may be terminated when the "operation acceptance period A" (operation prompt effect A) ends.
[0244] Naturally, if the "effect button 10a" is pressed to the "halfway position" (the amount of pressure applied to the effect button 10a reaches the halfway position) but is not pressed to the "specific position" (the amount of pressure applied to the effect button 10a does not reach the specific position), the "explanatory information" will be output, but the character effect will not be performed.
[0245] As described above, in the example described above using Figure 24(a), when the amount of operation in the direction (specific direction) in which the "effect button 10a" is pressed reaches a specific amount, a process (specific process) to perform a character effect is performed, but at the previous stage, i.e., when the amount of operation in the direction (specific direction) in which the "effect button 10a" is pressed reaches an intermediate amount (an amount of operation less than the specific amount), "explanation information" is output.
[0246] Here, a player who does not understand what will happen when he presses (operates) the "effect button 10a" will timidly press (operate) the "effect button 10a." In this case, it takes a long time from when the operation amount for the "effect button 10a" reaches an intermediate amount (from when the explanatory information is output) to when it reaches a specific amount (until the character effect is performed). For this reason, such a player can be made to understand the "explanatory information" (that the character effect will be performed by operating the effect button 10a), and then can choose whether or not to perform the character effect by further increasing the operation amount.
[0247] On the other hand, a player who is aware that pressing (operating) the "effect button 10a" will cause a character effect to be produced will operate the "effect button 10a" (press it all the way in one go) without hesitation. In this case, the time from when the amount of operation of the "effect button 10a" reaches a halfway amount (when explanatory information is output) to when it reaches a specific amount (when the character effect is produced) is shortened. Therefore, for such a player, even if explanatory information is output, the character effect can be produced without the player being aware of this explanatory information (without feeling that the explanatory information is bothersome).
[0248] I-2. Description information output mode 2: In the example described above using Figure 24(a), when the "effect button 10a" is pressed to the "halfway position" (when the amount of pressing of the effect button 10a reaches the halfway amount), "explanatory information" is output. Not limited to this, as shown in Figure 24(b), if the "effect button 10a" is operated during the "operation acceptance period A" (when operation prompt effect A is being executed), a character effect may be performed regardless of the amount of operation.
[0249] In this case, it may be determined that the "effect button 10a" has been operated when the "effect button 10a" is pressed to the "halfway position" (when the amount of pressing on the effect button 10a reaches the halfway amount), and a character effect may be performed, or it may be determined that the "effect button 10a" has been operated when the "effect button 10a" is pressed to the "specific position" (when the amount of pressing on the effect button 10a reaches the specific amount), and a character effect may be performed. For this reason, it is sufficient to have either a halfway position sensor or a specific position sensor.
[0250] In this case, as shown in Figure 24(b), if the "effect button 10a" is operated during a period other than the "operation acceptance period A" (when operation prompt effect A is not being executed), "explanatory information" is output regardless of the amount of operation.
[0251] In this case, too, the "effect button 10a" may be determined to have been operated when the "effect button 10a" is pressed to the "halfway position" (when the amount of pressing of the effect button 10a reaches the halfway position), and "explanatory information" may be output. Alternatively, the "effect button 10a" may be determined to have been operated when the "effect button 10a" is pressed to the "specific position" (when the amount of pressing of the effect button 10a reaches the specific position), and "explanatory information" may be output. In this case, the "explanatory information" may be information indicating that a character effect will be displayed if the "effect button 10a" is operated during the "operation acceptance period A" (when the operation prompt effect A is being executed). For example, the display device 41 may display the text "A character effect will be executed if the operation prompt effect A is being executed" in the lower right corner of the display screen, or may output a voice message from the speakers 6a and 6b stating "A character effect will be executed if the operation prompt effect A is being executed."
[0252] To summarize the above, as shown in Figure 24(b), when the "effect button 10a" is operated during a period other than the "operation acceptance period A" (when operation prompt effect A is not being executed), "explanatory information" is output, and when the "effect button 10a" is operated during the "operation acceptance period A" (when operation prompt effect A is being executed), a character effect is performed.
[0253] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or when the state in which the "effect button 10a" is operated is released, or when the "effect button 10a" is operated again after the state in which the "effect button 10a" is operated is released, or when the "operation acceptance period A" (operation prompt performance A) begins (when a period that is not the "operation acceptance period A" (when the period in which the operation prompt performance A is not being executed) ends).
[0254] As described above, in the example described above using Figure 24(b), when an operation (specific operation) of pressing the "effect button 10a" is performed during the "operation acceptance period A" (while operation prompt effect A is being executed) (second period), a process (specific process) of performing a character effect is performed, and when an operation (specific operation) of pressing the "effect button 10a" is performed during a period other than the "operation acceptance period A" (while operation prompt effect A is not being executed) (first period), "explanatory information" is output.
[0255] Here, when the "effect button 10a" (operation unit) that can be pressed (specific operation) comes into view among players, there are some who will unconsciously perform the operation of pressing the "effect button 10a" (specific operation). In this regard, in the example described above using Figure 24(b), during the period (first period) when the process of performing character effect (specific process) is not performed, if the operation of pressing the "effect button 10a" (specific operation) is performed, "explanatory information" is output, so that such players can be made aware of the content of the process of performing character effect (specific process) before it is actually performed.
[0256] In the example described above using FIG. 24(b), when an operation (specific operation) of pressing the "effect button 10a" is performed during the execution of the premonition effect (first period), "explanatory information" may be output. That is, when an operation (specific operation) of pressing the "effect button 10a" is performed during the "operation acceptance period A" (during the execution of operation prompt effect A) (second period), a process of performing a character effect (specific process) is performed, whereas when an operation (specific operation) of pressing the "effect button 10a" is performed during the execution of the premonition effect (first period), "explanatory information" may be output. In this case, even if an operation (specific operation) of pressing the "effect button 10a" is performed during the period when the premonition effect is not being executed, "explanatory information" may not be output.
[0257] I-3. Description information output mode 3: Also, during the "operation acceptance period A" (while operation prompt effect A is being executed), if the "effect button 10a" is operated for two consecutive seconds, a character effect may be performed, as shown in Figure 24(c). Such an operation on the "effect button 10a" is called a long press, but in this specification it is also referred to as a "two-second continuous operation."
[0258] In this case, the state in which the "effect button 10a" is pressed down to the "halfway position" (the state in which the effect button 10a has been pressed down to the halfway amount) may be determined to be a state in which the "effect button 10a" is being operated, and if this state continues for 2 seconds, it may be determined that a "2-second continuous operation" (long press) has been performed.Alternatively, the state in which the "effect button 10a" is pressed down to a "specific position" (the state in which the effect button 10a has been pressed down to a specific amount) may be determined to be a state in which the "effect button 10a" is being operated, and if this state continues for 2 seconds, it may be determined that a "2-second continuous operation" (long press) has been performed.
[0259] In this case, when a character effect is to be produced when a "two-second continuous operation" is performed, as shown in FIG. 23(c), the output of "explanatory information" may be started before the "effect button 10a" has been operated for two seconds (before the two-second continuous operation occurs), that is, at the time when "effect button 10a" is operated. In this case, the "explanatory information" may be information indicating that a character effect will be produced when a "two-second continuous operation" is performed. For example, the text "Press and hold to produce a character effect" may be displayed in the lower right corner of the display screen of effect display device 41, or a voice message stating "Press and hold to produce a character effect" may be output from speakers 6a and 6b.
[0260] Naturally, unless it is during the "operation acceptance period A" (when operation prompt effect A is being executed), even if the "effect button 10a" is operated for 2 seconds (even if the operation is continued for 2 seconds), the CPU 221 of the sub-control board 220 will not execute the character effect. For this reason, unless it is during the "operation acceptance period A" (when operation prompt effect A is being executed), even if the "effect button 10a" is operated, the CPU 221 of the sub-control board 220 may not output the "explanation effect".
[0261] To summarize the above, as shown in Figure 24(c), when the "effect button 10a" is operated during the "operation acceptance period A" (when operation prompt effect A is being executed), the output of "explanatory information" begins at that point, and then, if the "effect button 10a" continues to be operated for two seconds (when the operation is performed continuously for two seconds), a character effect will be performed.
[0262] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "effect button 10a" is being operated is released, or may be terminated when the "effect button 10a" is operated again after the state in which the "effect button 10a" is being operated is released, or may be terminated when a "2-second continuous operation" is performed (when a character effect is performed).
[0263] Naturally, if the "effect button 10a" is operated but this state does not continue for 2 seconds (if the operation is not performed for 2 seconds), the "explanatory information" will be output, but the character effect will not be performed.
[0264] As described above, in the example described above using Figure 24(c), even during the "operation acceptance period A" (while operation prompting effect A is being executed), simply pressing the "effect button 10a" (specific operation) does not perform the process of performing the character effect (specific process). First, before the state in which the "effect button 10a" is being operated (the duration of the specific operation) reaches 2 seconds (specific time), only the "explanatory information" is output, and then, when the state in which the "effect button 10a" is being operated (the duration of the specific operation) reaches 2 seconds (specific time) (when the operation is continued for 2 seconds), the process of performing the character effect (specific process) is performed. Therefore, after making the player aware of the "explanatory information" (that a character effect will be performed if the operation is continued for 2 seconds), the player can choose whether or not to continue operating the "effect button 10a" (specific operation) and perform the process of performing the character effect (specific process).
[0265] Note that the "operation acceptance period A," "operation prompt effect A," and "effect button 10a" in the explanation above using Fig. 24 may be replaced with "operation acceptance period B," "operation prompt effect B," and "jog shuttle 10b." Similarly, the "operation acceptance period A," "operation prompt effect A," and "effect button 10a" in the explanation above using Fig. 24 may be replaced with "operation acceptance period C," "operation prompt effect C," and "direction button 10c."
[0266] J. External output button: The pachinko machine 1 described above is also provided with an "external output button OB." This "external output button OB" is an operation unit for outputting "game result information" to the outside of the pachinko machine 1. "Game result information" is information for displaying the results of a player's game (also referred to as "game result" in this specification) on an external device. Examples of this external device include peripheral devices such as call lamps and machine terminals provided around the pachinko machine 1, and player terminals such as personal computers and smartphones owned by players.
[0267] When the "game result" is to be displayed on a peripheral device (such as a call lamp or an inter-machine terminal), when the "external output button OB" is operated, the CPU 201 of the main control board 200 (or the CPU 221 of the sub-control board 220) outputs (transmits) the "game result information" to the peripheral device. When the peripheral device receives the "game result information", it displays the "game result" on its own display unit based on this "game result information".
[0268] On the other hand, when the "game result" is to be displayed on a player terminal (such as a personal computer or smartphone), when the "external output button OB" is operated, the CPU 201 of the main control board 200 (or the CPU 221 of the sub-control board 220) outputs (transmits) the "game result information" to a predetermined web server (via a hall computer, which is a computer that manages the gaming hall). When the predetermined web server receives predetermined request information from the player terminal, it transmits this "game result information" to the player terminal. When the player terminal receives the "game result information," it displays the "game result" on its display unit based on this "game result information."
[0269] Alternatively, as another form of displaying the "game result" on a player terminal (such as a personal computer or smartphone), when the "external output button OB" is operated, the CPU 201 of the main control board 200 (or the CPU 221 of the sub-control board 220) displays a two-dimensional code indicating the "game result information" on the display screen of the effect display device 41. When the two-dimensional code indicating the "game result information" is read by the player terminal, the player terminal displays the "game result" on its own display unit based on this two-dimensional code.
[0270] Furthermore, as the game result, various information can be used as long as it is the result of the player's game play, such as the number of times a jackpot game is played, the number of times a predetermined reach effect is played, the number of times a special pattern is displayed in a variable manner, the number of game balls paid out, the number of game balls loaned out, the number of game balls fired, and the number of game balls that can be fired without receiving new game balls for loan (the number obtained by subtracting the number of game balls fired from the sum of the number of game balls loaned out and the number of game balls paid out).
[0271] The "external output button OB" may be provided in any position as long as it is operable by a player, and may be provided, for example, near the effect button 10a. When the amount of depression (operation amount) of the "external output button OB" reaches a specific amount (when the operation part is moved to a specific position), the CPU 201 of the main control board 200 (or the CPU 221 of the sub-control board 220) outputs "game result information" to the outside of the pachinko machine 1. More specifically, a specific position sensor is provided at the "specific position" where the amount of depression (operation amount) of the "external output button OB" reaches the specific amount. When the "external output button OB" is depressed (moved) to the "specific position," this specific position sensor detects the "external output button OB." Based on this, the CPU 201 of the main control board 200 (or the CPU 221 of the sub-control board 220) outputs the "game result information" to the outside of the pachinko machine 1.
[0272] Incidentally, the detailed structure of the "external output button OB" can employ various well-known techniques similar to those of the "stop button SB," and therefore a detailed description thereof will be omitted.
[0273] J-1. Description information output format 1: As shown in FIG. 25(a), the pachinko machine 1 described above can also detect when the amount of depression (operation amount) of the "external output button OB" reaches a "halfway amount that is less than a specific amount." Specifically, a halfway position sensor is provided at a position (halfway position before the specific position) where the amount of depression (operation amount) of the "external output button OB" reaches a "halfway amount that is less than a specific amount." When the "external output button OB" is depressed (moved) to the "halfway position," this halfway position sensor detects the "external output button OB." In this case, the CPU 201 of the main control board 200 transmits a "command indicating that the external output button OB has been depressed to the halfway position" to the sub-control unit 220. Upon receiving this command, the CPU 221 of the sub-control unit 220 outputs information (explanatory information) explaining the content of "a process to be executed when the external output button OB is further depressed (to the specific position)" (a specific process).
[0274] Specifically, when the "external output button OB" is pressed to the "halfway position" (when the amount of pressing of the external output button OB reaches the halfway amount), "information indicating that when the external output button OB is pressed further, the game result information will be output to the outside of the pachinko machine 1" is output as "explanatory information." For example, the text "Game result information will be output to the outside" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice saying "Game result information will be output to the outside" may be output from the speakers 6a and 6b.
[0275] To summarize the above, as shown in Figure 25(a), when a player presses the "external output button OB", first (when the external output button OB reaches a halfway position), "explanatory information" is output, and then (when the external output button OB reaches a specific position), "processing to output game result information to the outside of the pachinko machine 1" is performed.
[0276] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "external output button OB" is pressed to the "halfway position" (the state in which the amount of pressing on the external output button OB has reached the halfway amount) is released (the external output button OB is no longer being operated), or may be terminated when the "external output button OB" is thereafter pressed to the "halfway position" again, or when the "external output button OB" is pressed to a "specific position" (the amount of pressing on the external output button OB has reached a specific amount) (when the "process of outputting game result information outside the pachinko machine 1" is performed).
[0277] Naturally, if the "external output button OB" is pressed to the "halfway position" (the amount of pressing on the external output button OB reaches the halfway amount) but is not pressed to the "specific position" (the amount of pressing on the external output button OB does not reach the specific amount), then although "explanatory information" will be output, the "process of outputting game result information outside the pachinko machine 1" will not be performed.
[0278] As described above, in the example described above using Figure 25(a), when the amount of operation in the direction (specific direction) in which the "external output button OB" is pressed reaches a specific amount, "processing to output game result information to the outside of the pachinko machine 1" (specific processing) is performed, but at the previous stage, i.e., when the amount of operation in the direction (specific direction) in which the "external output button OB" is pressed reaches an intermediate amount (an amount of operation less than the specific amount), "explanatory information" is output.
[0279] Here, a player who does not recognize what will happen when he presses (operates) the "external output button OB" will timidly press (operate) the "external output button OB." In this case, it takes a long time from when the amount of operation of the "external output button OB" reaches a halfway amount (when the explanatory information is output) until it reaches a specific amount (until the "process of outputting the game result information to the outside of the pachinko machine 1" is performed). For this reason, such a player can be made to recognize the "explanatory information" (that operating the external output button OB will perform the "process of outputting the game result information to the outside of the pachinko machine 1"), and then can further increase the amount of operation and select whether or not to perform the "process of outputting the game result information to the outside of the pachinko machine 1."
[0280] On the other hand, a player who is aware that pressing (operating) the "external output button OB" will perform the "process of outputting game result information to the outside of the pachinko machine 1" will operate the "external output button OB" (press it all the way in one go) without hesitation. In this case, the time from when the operation amount of the "external output button OB" reaches a halfway amount (from when explanatory information is output) to when it reaches a specific amount (until the "process of outputting game result information to the outside of the pachinko machine 1" is performed) is shortened. Therefore, even if explanatory information is output to such a player, the "process of outputting game result information to the outside of the pachinko machine 1" can be performed without the player being aware of this explanatory information (without feeling bothered by the explanatory information).
[0281] J-2. Description information output format 2: In the example described above using Figure 25(a), when the "external output button OB" is pressed to the "halfway position" (when the amount of pressing of the external output button OB reaches the halfway amount), "explanatory information" is output. Not limited to this, as shown in Figure 25(b), in a period that is neither during a jackpot game nor during an electric support state (a period in a non-electric support state, this period is also referred to as an "unfavorable period" in this specification because it is a period that is disadvantageous to the player), when the "external output button OB" is operated, regardless of the amount of operation, "processing of outputting game result information to the outside of the pachinko machine 1" may be performed.
[0282] In this case, it may be determined that the "external output button OB" has been operated when the "external output button OB" is pressed to the "halfway position" (when the amount of pressing of the external output button OB reaches the halfway amount), and the "process of outputting game result information to the outside of the pachinko machine 1" may be performed, or it may be determined that the "external output button OB" has been operated when the "external output button OB" is pressed to the "specific position" (when the amount of pressing of the external output button OB reaches the specific amount), and the "process of outputting game result information to the outside of the pachinko machine 1" may be performed. For this reason, it is sufficient to have either a halfway position sensor or a specific position sensor.
[0283] In this case, as shown in Figure 25(b), if the "external output button OB" is operated during a jackpot game or during an electric support state (a period when the game is not in a non-electric support state; since this period is advantageous to the player, it is also referred to as an "advantageous period" in this specification), "explanatory information" will be output regardless of the amount of operation.
[0284] In this case, too, it may be determined that the "external output button OB" has been operated when the "external output button OB" is pressed to a "halfway position" (when the amount of pressing of the external output button OB reaches a halfway amount), and "explanatory information" may be output. Alternatively, it may be determined that the "external output button OB" has been operated when the "external output button OB" is pressed to a "specific position" (when the amount of pressing of the external output button OB reaches a specific amount), and "explanatory information" may be output. In this case, the "explanatory information" may be information indicating that if the "external output button OB" is pressed during an unfavorable period, "processing for outputting game result information to the outside of the pachinko machine 1" is performed. For example, the text "If it is during an unfavorable period, game result information will be output to the outside" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice message stating "If it is during an unfavorable period, game result information will be output to the outside" may be output from the speakers 6a and 6b.
[0285] To summarize the above, as shown in Figure 25(b), when the "external output button OB" is operated during an advantageous period, "explanatory information" is output, and when the "external output button OB" is operated during an unfavorable period, "processing to output game result information outside the pachinko machine 1" is performed.
[0286] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "external output button OB" is being operated is released, or may be terminated when the "external output button OB" is operated again after the state in which the "external output button OB" is being operated is released, or may be terminated when a jackpot game or an electric support state starts (when an unfavorable period ends and an advantageous period begins).
[0287] As described above, in the example described above using Figure 25(b), when an operation (specific operation) of pressing the "external output button OB" is performed during the unfavorable period (second period), a "process of outputting game result information to the outside of the pachinko machine 1" (specific process) is performed, whereas when an operation (specific operation) of pressing the "external output button OB" is performed during the favorable period (first period), "explanatory information" is output.
[0288] Here, when the "external output button OB" (operation unit) that can be used to perform a pressing operation (specific operation) comes into view among players, there are some who will unconsciously perform the operation of pressing the "external output button OB" (specific operation). In this regard, in the example described above using Figure 25(b), when the operation of pressing the "external output button OB" (specific operation) is performed during the advantageous period (first period), "explanatory information" is output, so that such players can be made aware of the content before actually performing the "process of outputting game result information to the outside of the pachinko machine 1" (specific process).
[0289] J-3. Description information output mode 3: 25(c), if the "external output button OB" is operated continuously for two seconds, "processing for outputting game result information to the outside of the pachinko machine 1" may be performed. Such an operation on the "external output button OB" is what is called a long press, but in this specification it is also expressed as a "two-second continuous operation."
[0290] In this case, the state in which the "external output button OB" is pressed down to the "halfway position" (the state in which the amount of pressing on the external output button OB has reached the halfway amount) may be determined to be a state in which the "external output button OB" is being operated, and if this state continues for two seconds, it may be determined that a "2-second continuous operation" (long press) has been performed. Alternatively, the state in which the "external output button OB" is pressed down to the "specific position" (the state in which the amount of pressing on the external output button OB has reached a specific amount) may be determined to be a state in which the "external output button OB" is being operated, and if this state continues for two seconds, it may be determined that a "2-second continuous operation" (long press) has been performed.
[0291] Furthermore, when a "two-second continuous operation" (long press) is performed to start the "process of outputting game result information to the outside of the pachinko machine 1," the state in which the "external output button OB" is being operated may be released, thereby releasing the state in which the "process of outputting game result information to the outside of the pachinko machine 1" is being performed. Conversely, even if the state in which the "external output button OB" is being operated is released, the state in which the "process of outputting game result information to the outside of the pachinko machine 1" is being performed may not be released, and the next time the "external output button OB" is operated, or when a "two-second continuous operation" is performed, the state in which the "process of outputting game result information to the outside of the pachinko machine 1" is being performed may be released.
[0292] In this case, when a "process of outputting game result information to the outside of the pachinko machine 1" is performed when a "two-second continuous operation" is performed, as shown in FIG. 25(c), output of "explanatory information" may be started before the "external output button OB" has been operated for two seconds (before the two-second continuous operation occurs), that is, at the time when the "external output button OB" is operated. In this case, the "explanatory information" may be information indicating that a "process of outputting game result information to the outside of the pachinko machine 1" is performed when a "two-second continuous operation" is performed. For example, the text "If you press and hold, game result information will be output to the outside" may be displayed in the lower right corner of the display screen of the effect display device 41, or a voice message stating "If you press and hold, game result information will be output to the outside" may be output from the speakers 6a and 6b.
[0293] To summarize the above, as shown in Figure 25(c), when the "external output button OB" is operated, the output of "explanatory information" begins at that point, and then, when the "external output button OB" continues to be operated for 2 seconds (when the operation continues for 2 seconds), "processing to output game result information outside the pachinko machine 1" is performed.
[0294] In this case, the output of the "explanatory information" may be terminated after a predetermined time (for example, 2 seconds or less) has elapsed, or may be terminated when the state in which the "external output button OB" is operated is released, or may be terminated when the "external output button OB" is operated again after the state in which the "external output button OB" is operated is released, or may be terminated when a "2-second continuous operation" is performed (when the "process of outputting game result information outside the pachinko machine 1" is performed).
[0295] Naturally, if the "external output button OB" is operated but this state does not continue for 2 seconds (if the operation is not performed for 2 seconds), the "explanatory information" will be output, but the "process of outputting game result information outside the pachinko machine 1" will not be performed.
[0296] As described above, in the example described above using Figure 25(c), simply pressing the "external output button OB" (specific operation) does not perform the "process of outputting game result information to the outside of the pachinko machine 1" (specific process), but first, before the state in which the "external output button OB" is operated (duration of the specific operation) reaches 2 seconds (specific time), only the "explanatory information" is output, and then, when the state in which the "external output button OB" is operated (duration of the specific operation) reaches 2 seconds (specific time) (when the operation is continued for 2 seconds), the "process of outputting game result information to the outside of the pachinko machine 1" (specific process) is performed. Therefore, after making the player aware of the "explanatory information" (the "process of outputting game result information to the outside of the pachinko machine 1" will be performed if the operation is continued for 2 seconds), the player can continue to operate the "external output button OB" (specific operation) and select whether or not to perform the "process of outputting game result information to the outside of the pachinko machine 1" (specific process).
[0297] Furthermore, the "stop button SB," "right hit button RB," "effect button 10a," and "external output button OB" can also be considered as "operation parts," and the direction in which they are pressed can also be considered as a "specific direction."
[0298] The above describes examples and modifications of the present invention, but the present invention is not limited to these examples. As long as the scope of the claims is not exceeded, the scope is not limited to the wording of the claims, and includes a range that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally possess can be added as appropriate.
[0299] For example, in the above-described embodiment and modified example, an example was described in which the present invention was applied to a pachinko machine 1 that awards a profit (game value) as a result of playing to a player by paying out game balls supplied from an island facility in a gaming hall. The present invention is not limited to this, and can also be applied to a type of gaming machine that awards a game profit in a form other than "paying out game balls." For example, the present invention can also be applied to a type of pachinko machine that awards a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entry of game balls into various ball entry slots. In this case, too, the same effects as those of the above-described embodiment can be obtained. An example of a pachinko machine that converts gaming profits (gaming value) into data and awards them to players is a gaming machine that uses multiple gaming balls built into the machine by circulating them, specifically a pachinko machine that is configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them again (a so-called sealed gaming machine).
[0300] Furthermore, in the above-described embodiment, the present invention is applied to a pachinko machine 1 in which a game is played by firing a game ball (game medium) toward a game area 21 formed on a game board 20, but the present invention may also be applied to a slot machine (reel-type gaming machine) in which a game is played by inserting a game medal (game medium), rotating a reel having multiple types of patterns on its outer surface (displaying the patterns in a variable manner), and stopping the reel.
[0301] <Gaming machines A1 to A8 that can be extracted from the above-described embodiments> The pachinko machines of the above-described embodiments can be understood as the following gaming machines A1 to A8.
[0302] <Amusement machine A1> <Summary> It is possible to execute a premonition effect that indicates that an operation acceptance period will start before the operation acceptance period starts. <Claim format> A gaming machine in which a game using a gaming medium is played, A bonus awarding means is provided for awarding a bonus to a player, A possibility suggestion effect can be executed that suggests the possibility of the player being granted a special benefit, based on a player operation, which is an operation performed by the player on the gaming machine, during an operation acceptance period; A premonition effect can be executed that indicates that the operation acceptance period will start before the operation acceptance period starts. A gaming machine characterized by:
[0303] In such gaming machines, a possibility suggestion effect can be executed when a player operates during the operation acceptance period, and a premonition effect that suggests the start of such an operation acceptance period can be executed. Therefore, a novel game feature can be realized in which a player who is expecting the operation acceptance period to start (the possibility suggestion effect based on player operation to be executed) is made to look forward to the premonition effect being executed, thereby making it possible to increase the enjoyment of the game.
[0304] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. As operation acceptance periods, it is possible to start a "first operation acceptance period in which a possibility suggestion effect is executed based on a first player's operation" and a "second operation acceptance period in which a possibility suggestion effect is executed based on a second player's operation." When the possibility suggestion effect is executed based on the second player's operation, it is more likely that a possibility suggestion effect with a higher possibility of granting a bonus will be executed than when the possibility suggestion effect is executed based on the first player's operation. <Claim format> In gaming machine A1, As the operation acceptance period, a first operation acceptance period in which the possibility suggestion effect is executed based on a first player operation being performed as the player operation, and a second operation acceptance period in which the possibility suggestion effect is executed based on a second player operation being performed as the player operation can be started, When the possibility suggestion effect is executed based on the second player's operation, the possibility suggestion effect that suggests a higher possibility of the bonus being awarded is more likely to be executed than when the possibility suggestion effect is executed based on the first player's operation. A gaming machine characterized by:
[0305] In such a gaming machine, two operation acceptance periods can be started: a "first operation acceptance period in which a possibility suggestion effect is executed based on a first player operation" and a "second operation acceptance period in which a possibility suggestion effect is executed based on a second player operation." Furthermore, when a possibility suggestion effect is executed based on a second player operation, a possibility suggestion effect with a higher probability of awarding a bonus is more likely to be executed than when a possibility suggestion effect is executed based on a first player operation. This allows a player who is expecting a possibility suggestion effect with a higher probability of awarding a bonus to look forward to the start of the second operation acceptance period rather than the first operation acceptance period, thereby realizing a novel gameplay experience and increasing the player's interest in the game.
[0306] <Amusement machine A3> <Summary> Subordinate to gaming machine A2. The "time from the start of the premonition effect to the start of the second operation acceptance period" is likely to be longer than the "time from the start of the premonition effect to the start of the first operation acceptance period." <Claim format> In gaming machine A2, The time from the start of the premonition effect to the start of the second operation acceptance period is likely to be longer than the time from the start of the premonition effect to the start of the first operation acceptance period. A gaming machine characterized by:
[0307] In such a gaming machine, the "time from the start of the premonition effect to the start of the second operation acceptance period" is likely to be longer than the "time from the start of the premonition effect to the start of the first operation acceptance period." This makes it possible to realize a novel game feature in which a player who expects the second operation acceptance period to start before the first operation acceptance period expects the "time from the start of the premonition period to the start of the operation acceptance period" to be longer, thereby increasing the player's interest in the game.
[0308] <Amusement machine A4> <Summary> Subordinate to gaming machine A2. The second operation acceptance period is more likely to start when the second premonition effect is executed than when the first premonition effect is executed. <Claim format> In gaming machine A2, As the premonition effect, a first premonition effect and a second premonition effect can be executed, The second operation acceptance period is more likely to start when the second premonition effect is executed than when the first premonition effect is executed. A gaming machine characterized by:
[0309] In such a gaming machine, the second operation acceptance period is more likely to start when the second premonition effect is executed than when the first premonition effect is executed. This makes it possible to realize a novel gameplay feature in which a player who expects the second operation acceptance period to start rather than the first operation acceptance period is made to expect the second premonition effect to be executed rather than the first premonition effect, thereby increasing the enjoyment of the game.
[0310] <Amusement machine A5> <Summary> Subordinate to gaming machines A1 to A4. If a premonition effect is performed during the execution of a specified special pattern change, the operation acceptance period can be started during the "special pattern change that begins after the specified special pattern change." <Claim format> In any one of the gaming machines A1 to A4, It is possible to execute special pattern variation, which is a variation display of special patterns, When the winning symbol is stopped and displayed in the special symbol variation, a winning game is executed. If the premonition effect is performed during the execution of the special symbol variation, it is possible to start the operation acceptance period during the execution of the special symbol variation that starts after the special symbol variation. A gaming machine characterized by:
[0311] In such gaming machines, if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may begin during the execution of the "special symbol variation that begins after that predetermined special symbol variation." In other words, even if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may not begin with that special symbol variation, but may begin with the next or subsequent special symbol variation. This provides a sense of surprise to the player, making it possible to increase the enjoyment of the game.
[0312] <Amusement machine A6> <Summary> Subordinate to gaming machines A1 to A4. If a premonition effect is performed during the execution of a predetermined special pattern change, an operation acceptance period can be started in a winning game that starts after the predetermined special pattern change. <Claim format> In any one of the gaming machines A1 to A4, It is possible to execute special pattern variation, which is a variation display of special patterns, When the winning symbol is stopped and displayed in the special symbol variation, a winning game is executed. If the premonition effect is performed during the execution of the special symbol variation, it is possible to start the operation acceptance period during the execution of the winning game that starts after the special symbol variation. A gaming machine characterized by:
[0313] In such gaming machines, if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may start during the execution of a "winning game that starts after the predetermined special symbol variation." In other words, even if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may not start with that special symbol variation, but may start during the execution of a winning game that starts afterwards. This can provide a sense of surprise to the player and increase their interest in the game.
[0314] <Amusement machine A7> <Summary> Subordinate to gaming machines A1 to A4. If a premonition effect is performed during the execution of a specified special pattern change, the operation acceptance period can be started during the "special pattern change that begins after the specified special pattern change." <Claim format> In any one of the gaming machines A1 to A4, It is possible to execute special pattern variation, which is a variation display of special patterns, The bonus awarding means executes a winning game as the bonus when a winning symbol is stopped and displayed in the special symbol variation, If the premonition effect is performed during the execution of the special symbol variation, it is possible to start the operation acceptance period during the execution of the special symbol variation that starts after the special symbol variation. A gaming machine characterized by:
[0315] In such gaming machines, if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may begin during the execution of the "special symbol variation that begins after that predetermined special symbol variation." In other words, even if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may not begin with that special symbol variation, but may begin with the next or subsequent special symbol variation. This provides a sense of surprise to the player, making it possible to increase the enjoyment of the game.
[0316] <Amusement machine A8> <Summary> Subordinate to gaming machines A1 to A4. If a premonition effect is performed during the execution of a predetermined special pattern change, an operation acceptance period can be started in a winning game that starts after the predetermined special pattern change. <Claim format> In any one of the gaming machines A1 to A4, It is possible to execute special pattern variation, which is a variation display of special patterns, When the winning symbol is stopped and displayed in the special symbol variation, a winning game is executed. As the gaming state, a first state and a second state that is more advantageous to the player than the first state can be set, The bonus granting means sets the second state as the bonus after the winning game ends, If the premonition effect is performed during the execution of the special symbol variation, it is possible to start the operation acceptance period during the execution of the winning game that starts after the special symbol variation. A gaming machine characterized by:
[0317] In such gaming machines, if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may start during the execution of a "winning game that starts after the predetermined special symbol variation." In other words, even if a premonition effect is performed during the execution of a predetermined special symbol variation, the operation acceptance period may not start with that special symbol variation, but may start during the execution of a winning game that starts afterwards. This can provide a sense of surprise to the player and increase their interest in the game.
[0318] <Gaming machines B1 to B7 that can be extracted from the above-described embodiments> The pachinko machines of the above-described embodiments can be understood as the following gaming machines B1 to B7.
[0319] <Gaming machine B1> <Summary> Explanation information can be output based on the first operation being performed. A specific process can be executed based on the second operation being performed. <Claim format> A gaming machine for playing games using gaming media, At least a first operation and a second operation can be accepted as operations by a player, A specific process can be executed based on the second operation being performed, When the first operation is performed, explanatory information that explains the specific process can be output. A gaming machine characterized by:
[0320] In such gaming machines, performing the second operation will cause a specific process to be performed, but some players may perform the second operation without recognizing the content of the specific process. Therefore, it may be possible to always output "explanatory information explaining the content of the specific process," but this would be cumbersome for players who are aware of the content. In this regard, in this gaming machine, explanatory information is output when the first operation is performed. This narrows down the scope to players who are not aware of the content of the specific process, allowing them to recognize the content of the specific process.
[0321] It is preferable that the first operation is easier than the second operation. This increases the likelihood that the explanation information will be output when the first operation is performed before the second operation is performed and the specific process is executed. This makes it possible to prevent the second operation (specific process) from being executed by mistake.
[0322] <Gaming machine B2> <Summary> Subordinate to gaming machine B1. Explanation information can be output based on an operation (first operation) being performed on the operation unit in a specific direction and having an intermediate amount less than a specific amount. A specific process can be executed based on a specific amount of operation (second operation) being performed on the operation unit in a specific direction. <Claim format> In gaming machine B1, The device is provided with an operation unit capable of performing an operation in a specific direction by a specific amount, the second operation is an operation of the operation unit in the specific direction by the specific amount, The first operation is an operation on the operation unit in the specific direction, and is an operation of an intermediate amount less than the specific amount. A gaming machine characterized by:
[0323] Such gaming machines are equipped with an operation unit that can perform operations in a specific direction. When the amount of operation in this specific direction reaches a specific amount, a specific process is performed, but explanation information is output at the previous stage, i.e., when the amount of operation in the specific direction reaches an intermediate amount (an operation amount less than the specific amount).
[0324] Here, a player who does not understand what will happen when he operates the operation unit will operate the operation unit timidly. In this case, it takes a long time from when the operation amount in the specific direction reaches an intermediate amount (from when the explanatory information is output) until it reaches the specific amount (until the specific process is performed). For this reason, such a player can be made to understand the explanatory information (the content of the specific process) and then be allowed to choose whether or not to further increase the operation amount and perform the specific process.
[0325] On the other hand, a player who knows what will happen when he operates the operation unit will operate the operation unit without hesitation. In this case, the time from when the operation amount in a specific direction reaches a halfway amount (when explanatory information is output) to when it reaches a specific amount (when a specific process is performed) is shortened. Therefore, even if explanatory information is output to such a player, the specific process can be performed without the player being aware of the explanatory information (without feeling bothered by the explanatory information).
[0326] <Gaming machine B3> <Summary> Subordinate to gaming machine B1. Explanation information can be output based on the fact that a specific operation (first operation) is performed in a first period. A specific process can be executed based on a specific operation (second operation) being performed in a second period. <Claim format> In gaming machine B1, The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation in a second period, The first operation is the specific operation in a first period. A gaming machine characterized by:
[0327] In such a gaming machine, if a specific operation is performed during the second period, a specific process is performed, but if the specific operation is not performed during this second period, i.e., during the first period, explanatory information is output.
[0328] Here, some players will unconsciously perform a specific operation when they come into view of an operating unit that allows them to perform that specific operation. In this regard, in this gaming machine, when a specific operation is performed during a period (first period) in which no specific processing is performed, explanatory information is output, so that such players can be made aware of the content of the specific processing before actually performing the specific processing.
[0329] <Amusement machine B4> <Summary> Subordinate to gaming machine B1. Explanation information can be output based on the performance of a specific operation (first operation) that does not continue for a specific period of time. A specific process can be executed based on a specific operation (second operation) that continues for a specific period of time. <Claim format> In gaming machine B1, The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation continued for a specific time period, The first operation is the specific operation that does not continue for the specific time period. A gaming machine characterized by:
[0330] In such gaming machines, the specific processing is not performed when a specific operation is performed alone, but rather, first, explanation information is output (before the duration of the specific operation reaches the specific time), and then, when the "duration of the specific operation" reaches the specific time, the specific processing is performed. Therefore, after making the player aware of the explanation information (the content of the specific processing), the player can select whether or not to continue the specific operation and perform the specific processing.
[0331] <Amusement machine B5> <Summary> Subordinate to gaming machines B1 to B4. The specific process is a process of launching a game ball so that it flows down a specific area within the game area. <Claim format> In any one of the gaming machines B1 to B4, The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of launching a game ball so that the game ball flows down a specific area of the game area. A gaming machine characterized by:
[0332] In such gaming machines, when the second operation is performed, a "process of firing a gaming ball so that it flows down a specific area" (also referred to as a "specific firing process" in this specification) is performed, but some players perform the second operation without understanding the content of the specific firing process. Therefore, it is possible to always output "explanatory information explaining the content of the specific firing process," but this would be more bothersome for players who are aware of the content. In this regard, in this gaming machine, explanatory information is output when the first operation is performed. In this way, it is possible to narrow down the scope to players who are not aware of the content of the specific firing process and make them aware of the content of the specific firing process.
[0333] <Gaming machine B6> <Summary> Subordinate to gaming machines B1 to B4. The specific process is a process for stopping the launch of the game ball. <Claim format> In any one of the gaming machines B1 to B4, The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of stopping the launch of the game ball. A gaming machine characterized by:
[0334] In such gaming machines, when the second operation is performed, a "process to stop the launch of gaming balls" (also referred to as a "specific stop process" in this specification) is performed, but there are players who perform the second operation without understanding the content of the specific stop process. Therefore, it is possible to always output "explanatory information explaining the content of the specific stop process," but this would be more bothersome for players who are aware of the content. In this regard, in this gaming machine, explanatory information is output when the first operation is performed. In this way, it is possible to narrow down the scope to players who are not aware of the content of the specific stop process and make them aware of the content of the specific stop process.
[0335] <Gaming machine B7> <Summary> Subordinate to gaming machines B1 to B4. The specific process is a process of outputting game result information to the outside of the gaming machine. <Claim format> In any one of the gaming machines B1 to B4, The specific processing is This is a process of outputting game result information to an external device of the gaming machine in order to display the game results on the external device of the gaming machine. A gaming machine characterized by:
[0336] In such gaming machines, when the second operation is performed, "a process of outputting game result information to an external device of the gaming machine to display the game results on the external device" (also referred to as "game result external output process" in this specification) is performed, but some players perform the second operation without understanding the content of the game result external output process. Therefore, it is conceivable to always output "explanatory information explaining the content of the game result external output process," but this would be rather cumbersome for players who are aware of the content. In this regard, in this gaming machine, explanatory information is output when the first operation is performed. In this way, it is possible to narrow down the scope to players who are not aware of the content of the game result external output process and enable them to understand the content of the game result external output process.
[0337] Furthermore, in this gaming machine, simply by performing the second operation, the "game result external output process" is performed, and the "game result" is displayed on a device external to the gaming machine. Therefore, the player can, at his or her own will, have the "game result" displayed on a device external to the gaming machine. [Industrial Applicability]
[0338] The present invention can be used in gaming machines used in gaming halls. [Explanation of symbols]
[0339] 1... Pachinko machine (gaming machine), 24... First start port, 25... Second start port, 28... First main prize port (variable ball entry port), 35... Second main prize port (variable ball entry port), 200... Main control board, 201... CPU (bonus awarding means, special pattern variation means, winning game execution means), 220... Sub-control board, 221... CPU, SB... Stop button, RB... Right hit button, 10a... Performance button, OB... External output button.
Claims
1. A gaming machine for playing games using gaming media, At least a first operation and a second operation can be accepted as operations by a player, A specific process can be executed based on the second operation being performed, When the first operation is performed, explanatory information that explains the specific process can be output. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The device is provided with an operation unit capable of performing an operation in a specific direction by a specific amount, the second operation is an operation of the operation unit in the specific direction by the specific amount, The first operation is an operation on the operation unit in the specific direction, and is an operation of an intermediate amount less than the specific amount. A gaming machine characterized by:
3. 2. The gaming machine according to claim 1, The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation in a second period, The first operation is the specific operation in a first period. A gaming machine characterized by:
4. 2. The gaming machine according to claim 1, The device is provided with an operation unit capable of performing a specific operation, the second operation is the specific operation continued for a specific time period, The first operation is the specific operation that does not continue for the specific time period. A gaming machine characterized by:
5. 5. The gaming machine according to claim 1, The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of launching a game ball so that the game ball flows down a specific area of the game area. A gaming machine characterized by:
6. 5. The gaming machine according to claim 1, The game is played by shooting a game ball, which is the game medium, toward a game area, The specific process is a process of stopping the launch of the game ball. A gaming machine characterized by:
7. 5. The gaming machine according to claim 1, The specific processing is This is a process of outputting game result information to an external device of the gaming machine in order to display the game results on the external device of the gaming machine. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2018103044A
Cited By
Game machine
JP2025184975A
Game machine
JP2025184977A