Game machine
The gaming machine addresses the need for varied music output by incorporating multiple music types and length variations, enhancing player engagement through dynamic audio experiences.
Patent Information
- Application Number
- JP2024079604
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2025-11-28
AI Technical Summary
There is a demand for further innovation in the types of music output by gaming machines to increase player interest.
A gaming machine with a presentation state control means, sound output means, and sound control means that allows for the output of multiple types of music, with varying music lengths based on specific conditions in different presentation states.
This enhances player interest by providing diverse and dynamic audio experiences.
Smart Images

Figure 2025173818000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are an example of gaming machines, are configured to be able to output multiple types of music. For example, the pachinko gaming machine of Patent Document 1 is configured to output one type of music selected from three types of music. This increases the interest of the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-187882 Summary of the Invention [Problem to be solved by the invention]
[0004] However, today, there is a demand for further innovation in the types of music that can be output to increase the interest of players. [Means for solving the problem]
[0005] The gaming machine that solves the above problem comprises a presentation state control means capable of controlling the presentation state, a sound output means capable of outputting a predetermined sound, and a sound control means capable of controlling the sound output means, wherein the presentation states include a first presentation state and a second presentation state, the predetermined sound includes multiple types of music, the sound control means is capable of controlling the output of any one of the multiple types of music, and the length of the music output subsequently differs when a specific condition is met in a situation in which a specific music is being output in the first presentation state and when the specific condition is met in a situation in which a specific music is being output in the second presentation state. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view schematically showing the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of music that can be output in each performance state. [Figure 5] FIG. 5 is a flowchart showing an example of the flow of the music reset process. [Figure 6] 6(a) to 6(c) are diagrams showing a specific example of the music output mode when the music is reset in the first effect state. [Figure 7] 7(a) to 7(c) are diagrams showing a specific example of the music output mode when the music is reset in the second effect state. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.
[0010] The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP can execute an effect of outputting a predetermined sound (hereinafter referred to as a sound effect). For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The speaker SP is an example of a sound output means capable of outputting a predetermined sound. The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA can execute an effect (hereinafter referred to as a light-emitting effect) by lighting, flashing, and extinguishing a built-in light-emitting element (not shown).
[0011] The pachinko gaming machine 10 is equipped with a launching handle HD that is operated when launching gaming balls. As an example, the launching handle HD is provided on the surface side (front side) of the mounting frame 11b. As an example, when the launching handle HD is operated, gaming balls are periodically launched so that the number of launched balls per minute is approximately 100. The pachinko gaming machine 10 is equipped with an effect button BT. The effect button BT is configured to include a single operable portion (operation unit). As an example, the effect button BT is configured to include a button-type operation unit that can be pressed. The pachinko gaming machine 10 is equipped with a cross button JB. The cross button JB is configured to include a plurality of operation units that can be operated, respectively. As an example, the cross button JB is configured to include an up button JBu, a down button JBd, a left button JBl, and a right button JBr as a plurality of operation units that can be operated, respectively. As an example, the up button JBu, the down button JBd, the left button JBl, and the right button JBr are each configured to include a button-type operation unit that can be pressed.
[0012] As shown in Figure 2, a game area YBa that is approximately circular in front view is formed on the front surface of the game board YB. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa, which guides game balls launched by operating the launch handle HD into the game area YBa. The game board YB is equipped with a backflow prevention valve YBd that prevents game balls launched by operating the launch handle HD from returning back into the launch passage YBc.
[0013] The pachinko gaming machine 10 is equipped with a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved symbol display device 19c, the second reserved symbol display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.
[0014] The first special symbol display device 19a can execute a first special symbol change game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is statically displayed. The second special symbol display device 19b can execute a second special symbol change game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is statically displayed. Each special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." Special symbols include a jackpot symbol as a jackpot display result and a loss symbol as a loss display result. If a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is statically displayed ends.
[0015] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first reservation number). The second reservation display device 19d displays information that can identify the number of second special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second reservation number). As an example, the upper limit number for each reservation number is 4. However, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.
[0016] The normal symbol display device 19e can execute a normal game in which predetermined symbols are variably displayed and then a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. If the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. After that, a normal winning game is awarded after the normal game in which the normal winning symbol is statically displayed is completed.
[0017] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hit display device, and a round display device. The normal hold display device displays information that can identify the number of normal games whose execution is on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). The right-hit display device displays information instructing a right hit. A right hit is a shot in which the game ball is shot with a stronger shot intensity set so that the game ball flows down the area of the game area YBa to the right of the display window YBb. Shooting a game ball with a weaker shot intensity set so that the game ball flows down the area of the game area YBa to the left of the display window YBb is called a left hit. The round display device notifies the player of the upper limit number of rounds of play, which will be described later.
[0018] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has a display area R capable of displaying an image. The effect display device EH is an example of a display means for displaying predetermined information. The effect display device EH is attached to the game board YB so that the display area R is visible through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing an effect (hereinafter referred to as a display effect) that displays a predetermined object as an image. For example, the predetermined object may be an effect pattern, a character, a landscape, letters, numbers, and symbols. The effect display device EH, the speaker SP, and the decorative lamp LA are each effect devices capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES consisting of a plurality of effect devices. In other words, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA.
[0019] As an example, the display effects in the effect display device EH include an effect symbol variation game (hereinafter referred to as the effect game) that uses multiple rows of effect symbols. In the effect game, after multiple rows of effect symbols are variably displayed, a combination of effect symbols (hereinafter referred to as the symbol combination) is finally displayed stationary. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, a symbol combination corresponding to the special symbols displayed stationary in the special game is displayed stationary. When a jackpot symbol is displayed stationary in the special game, the effect game displays the jackpot symbol combination stationary. When a losing symbol is displayed stationary in the special game, the effect game displays the losing symbol combination stationary. Hereinafter, the first special game and the effect game executed corresponding to it will be collectively referred to as the "first variation game." Furthermore, the second special game and the effect game executed corresponding to it will be collectively referred to as the "second variation game." Furthermore, the first variation game and the second variation game will be collectively referred to as the "variation game."
[0020] The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. For example, a reach is a state in which the same effect symbol is temporarily displayed in the left and right symbol columns of a plurality of effect symbols, and the effect symbol in the middle symbol column of the plurality of effect symbols continues to be displayed in a variable manner. Reach effects include normal reach effects and super reach effects. In the following explanation, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects are effects that have a higher probability of winning compared to NR effects. As an example, SR effects are executed via NR effects.
[0021] The game area YBa is formed with a plurality of winning holes (ball winning holes) through which game balls can enter. The winning holes include at least a first start hole 12, a second start hole 13, and a big prize hole 14. The first start hole 12 is a winning hole through which game balls can enter when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start hole 12 is located below the effect display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see Figure 3).
[0022] The second starting opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a normal opening / closing piece 13a, which is, for example, door-shaped. The second starting opening 13 is closed to prevent or make it difficult for game balls to enter when a normal winning game is not awarded. The second starting opening 13 is opened to allow or make it easy for game balls to enter when a normal winning game is awarded. The game board YB is equipped with a normal solenoid SL1 as a means for operating the normal opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 that detects game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "normal electric device."
[0023] The large prize opening 14 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 14 is located at the lower right of the effect display device EH. The large prize opening 14 is equipped with a special opening / closing piece 14a, for example, in the form of a door. The large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The large prize opening 14 is opened to allow game balls to enter or to make it easier for balls to enter when a jackpot game is awarded. The game board YB is equipped with a special solenoid SL2 as means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 14 (see Figure 3).
[0024] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa and above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE4 that detects game balls that enter and pass through is provided in the gate opening 17a (see Figure 3). The gate 17 is an entry opening through which game balls can enter to establish the starting conditions for the normal game. The gate 17 is an entry opening through which the conditions for awarding prize balls are not established even if game balls enter.
[0025] The game area YBa is formed with an outlet 18 through which game balls can enter. The outlet 18 is an entrance for retrieving game balls that have not entered the first start opening 12, the second start opening 13, or the big prize opening 14 from the game area YBa.
[0026] In this embodiment, the launch strength of the gaming ball can be adjusted by adjusting the amount of operation of the launch handle HD. By adjusting the launch strength, the gaming ball passes through the left or right area of the gaming board YB. Specifically, when the launch strength is less than a predetermined value, the gaming ball tends to flow down the left area of the gaming board YB, and when the launch strength is equal to or greater than the predetermined value, the gaming ball tends to pass through the right area of the gaming board YB. In particular, in this embodiment, when the launch strength of the gaming ball is set to the maximum, almost all gaming balls pass through the right area of the gaming board YB.
[0027] When the gaming ball flows down the left area of the gaming board YB, there is a possibility that it will enter the first starting hole 12. On the other hand, when the gaming ball flows down the right area of the gaming board YB, there is a possibility that it will enter the second starting hole 13, the big prize hole 14, or the gate 17. In particular, in this embodiment, when the gaming ball flows down the right area of the gaming board YB, it will not enter the second starting hole 13, but if the big prize hole 14 is open, there is a high probability that it will enter the big prize hole 14.
[0028] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). As an example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot opening 14 is opened is performed a predetermined number of times. One round game ends when a number condition is met in which a predetermined number of game balls enter the jackpot, or when a time condition is met in which a predetermined time has elapsed. In a round game, the jackpot opening 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). As an example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses. In the following explanation, the opening period may be referred to as the period from when the jackpot game starts until the opening time has elapsed, the round period may be referred to as the period from when the opening period ends until the final round of gameplay ends, and the ending period may be referred to as the period from when the round period ends until the jackpot game ends.
[0029] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as a probability variation function). The probability variable function is a function for varying the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variable function is not activated, and a high probability state in which the probability variable function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as a "probability variable state (probability variable state)."
[0030] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting in winning a prize through the second starting hole 13. The pachinko gaming machine 10 has two states in which the probability of a gaming ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for gaming balls to enter the second starting hole 13 (easy ball entry state).
[0031] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which varies the probability of winning the normal win lottery (normal win probability) to a higher probability than the low ball entry rate state. The third control is opening time extension control, which lengthens the total opening time of the second start port 13 in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 13 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 13 in a normal win game compared to the low ball entry rate state.
[0032] The high ball winning rate state may be realized by combining the fourth control, which will be explained next. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0033] The gaming state in the pachinko gaming machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball-scoring assistance function is activated. In the following explanation, a gaming state that is a low-probability state and a low ball-scoring rate state is referred to as a "low-probability non-time-shortening state." Also, a gaming state that is a high-probability state and a low ball-scoring rate state is referred to as a "high-probability non-time-shortening state." Also, a gaming state that is a low-probability state and a high ball-scoring rate state is referred to as a "low-probability time-shortening state." Also, a gaming state that is a high-probability state and a high ball-scoring rate state is referred to as a "high-probability time-shortening state." The low-probability non-time-shortening state is an example of a normal gaming state. The low-probability time-shortening state is an example of an advantageous gaming state. The high-probability non-time-shortening state is an example of an advantageous gaming state. The high-probability time-shortening state is an example of an advantageous gaming state.
[0034] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.
[0035] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc.
[0036] The main ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from when the fluctuation game starts to when it ends. The fluctuation pattern is information that specifies the fluctuation content (presentation content) of the fluctuation game. There are jackpot fluctuation patterns and miss fluctuation patterns. The jackpot fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation and finally stops and displays a jackpot symbol combination. The miss fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation or does not go through a reach presentation and finally stops and displays a miss symbol combination. Details of the fluctuation patterns will be described later.
[0037] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers.
[0038] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured so that software random numbers can be generated by the random number generation process performed by the main CPU 41.
[0039] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can input the detection signals output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a gaming ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e individually. The main board 40 is connected to the normal solenoid SL1 and the special solenoid SL2. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal solenoid SL1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special solenoid SL2.
[0040] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the effects. The sub-ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and sound effect data used for sound effects. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers using the random number generation circuit.
[0041] The sub-board 50 is connected to the performance display device EH. The sub-CPU 51 can control the display content in the display area R of the performance display device EH. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-CPU 51 is an example of a sound control means that controls the speaker SP as a sound output means. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA.
[0042] The sub-board 50 is connected to the effect button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the effect button BT. The sub-board 50 is connected to the cross button JB. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the up button JBu. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the down button JBd. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the left button JBl. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the right button JBr.
[0043] Next, various processes performed by the main CPU 41 will be described. The various processes performed by the main CPU 41 include a timer interrupt process that is performed every predetermined control period (for example, 4 ms). As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0044] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the main CPU 41 determines whether the first reserved number stored in the main RAM 43 is less than the upper limit number. If the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1. In this way, the reservation condition for the first special game can be met when the first reserved number is less than the upper limit number and a gaming ball is detected by the first start sensor SE1. Next, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as a first reserved number command) that can identify the first reserved number after the addition in the output buffer.
[0045] Next, the main CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition is met.
[0046] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if a gaming ball has not entered the first start port 12 and if the first reserved number is not less than the upper limit, the main CPU 41 determines whether a gaming ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start port 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit. If the second reserved number is less than the upper limit, the main CPU 41 updates the second reserved number by adding 1. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter referred to as the second reserved number command) that identifies the second reserved number after the addition in the output buffer. The reserved condition for the second special game can be met when the second reserved number is less than the upper limit and a gaming ball is detected by the second start sensor SE2.
[0047] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start conditions of the second special game are met. When the random number information for the second special game has been stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.
[0048] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than zero.
[0049] If the second reserved number is greater than zero, the main CPU 41 performs processing to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting 1. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.
[0050] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 uses a winning symbol random number that can be identified from the random number information to draw a jackpot symbol and determine the jackpot symbol to be stopped and displayed in the second special game. The main CPU 41 uses a variation pattern random number that can be identified from the random number information to draw a variation pattern and determine a variation pattern from among multiple jackpot variation patterns. Thereafter, the main CPU 41 ends the special symbol start processing. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies variation details that ultimately result in a jackpot symbol combination being stopped and displayed after an NR presentation in a presentation game. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies variation details that ultimately result in a jackpot symbol combination being stopped and displayed after an SR presentation in a presentation game.
[0051] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. Thereafter, the main CPU 41 ends the special symbol start process. As an example, the loss variation pattern includes a loss variation pattern that specifies variation content in a presentation game where a loss symbol combination is ultimately stopped and displayed without going through a reach presentation. As an example, the loss variation pattern includes a loss variation pattern that specifies variation content in a presentation game where a loss symbol combination is ultimately stopped and displayed after going through an NR presentation. As an example, the loss variation pattern includes a loss variation pattern that specifies variation content in a presentation game where a loss symbol combination is ultimately stopped and displayed after going through an SR presentation.
[0052] If the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. If the first special reserved number is zero, the main CPU 41 determines whether to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether a standby command has been output. The standby command is a control command that can identify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.
[0053] As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not already been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that a wait command has already been output. Thereafter, the main CPU 41 terminates the special symbol start process.
[0054] If the first reserved number is greater than zero, the main CPU 41 performs processing to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the first special game that was stored earliest from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.
[0055] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 ends the special pattern start processing.
[0056] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. Thereafter, the main CPU 41 terminates the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a variation start command and a special symbol command in the output buffer. The variation start command is a control command that can identify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each variation process. As an example, the variation start command and the special symbol command are different control commands when the variation process for the first special game is executed and when the variation process for the second special game is executed. In the big win variation process and the loss variation process, the main CPU 41 updates the output information of the main RAM 43 so that it is possible to identify that the standby command has not been output.
[0057] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start variable display of predetermined symbols. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game in an output buffer.
[0058] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process, thereby holding a winning lottery when a gaming ball enters the start hole. The main CPU 41 is an example of a variable game execution means that executes a variable game.
[0059] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main CPU 41 awards the specified type of jackpot game. As an example, there are first and second jackpots. The first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. The second jackpot is a jackpot based on a second jackpot symbol that is different from the first jackpot symbol. In the following description, a jackpot game based on a first jackpot is referred to as a first jackpot game, and a jackpot game based on a second jackpot is referred to as a second jackpot game.
[0060] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) capable of specifying the start of the opening time in the output buffer. As an example, the opening command may include information capable of specifying the type of jackpot game. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the jackpot opening 14. As an example, the main CPU 41 controls the special solenoid SL2 to keep the jackpot opening 14 open until a number condition or a time condition is met.
[0061] The main CPU 41 performs this process to execute round games until the number of round games specified for the jackpot game is completed. As an example, it is specified that 10 round games are executed for both the first jackpot game and the second jackpot game. As an example, the number condition for each round game is that 10 game balls enter the large prize opening 14. As an example, the time condition for each round game is that 29 seconds elapse. As described above, when the game ball launch strength is maximized, almost all game balls pass through the right-hand region of the game board YB. Furthermore, when a game ball flows down the right-hand region of the game board YB, even if it does not enter the second start opening 13, it will enter the large prize opening 14 with a high probability if the large prize opening 14 is open. When the launch handle HD is operated, game balls are periodically launched so that the number of launches per minute is approximately 100. Therefore, each round of play will end in approximately 6 seconds when the launch handle HD is operated to the maximum extent.
[0062] The main CPU 41 stores a control command (hereinafter referred to as a round command) capable of specifying the start of a jackpot round game in the output buffer each time a round game is started. When the final round game ends, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) capable of specifying the start of an ending time in the output buffer. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) capable of specifying the elapse of the ending time in the output buffer.
[0063] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process that transitions the probability state, and a winning probability transition process that transitions the winning probability state. As an example, the game state transition process is executed after the end of the jackpot game process. As an example, in the game state transition process, the winning probability transition process and the probability transition process are executed in this order.
[0064] First, the goal scoring rate transition process will be described. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 upon completion of the first or second jackpot game. In other words, the main CPU 41 controls the system to a high ball entry rate state upon completion of the first or second jackpot game. After the second jackpot game, the main CPU 41 counts the number of special games executed after the jackpot game by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends, the main CPU 41 erases the activation flag stored in the main RAM 43. In other words, the main CPU 41 controls the system to a low ball entry rate state upon completion of the activated special game after the second jackpot game. The main CPU 41 does not erase the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, the main CPU 41 clears the activation flag. In other words, the main CPU 41 controls the jackpot game to a low ball entry rate state during the execution of the jackpot game.
[0065] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. In other words, the main CPU 41 controls the game to a high probability state when the first jackpot game ends. Thereafter, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. In other words, the main CPU 41 controls the game to a high probability state when the first jackpot game ends and until the next jackpot game is awarded. The main CPU 41 does not set a high probability flag in the main RAM 43 when the second jackpot game ends. In other words, the main CPU 41 controls the game to a low probability state when the second jackpot game ends.
[0066] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability time-shortening state. After the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability state and a high ball entry rate state. Thereafter, when the special game of the second activation number ends, the pachinko gaming machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability time-shortening state, and then, when the special game of the second activation number ends, it is controlled to a low probability non-time-shortening state.
[0067] In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of the jackpot game. In other words, the pachinko gaming machine 10 can execute a variable game based on the result of a winning lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to be a more advantageous game state than after the end of the second jackpot game after the end of the jackpot game.
[0068] As an example, when the game state transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state designation command) capable of identifying the current game state. That is, the state designation commands include a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability time-shortening state, a state designation command capable of identifying a high-probability non-time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. As an example, when power supply is started or the game state changes, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current game state.
[0069] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0070] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, winning symbol random numbers used to determine normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0071] Next, the normal symbol start process will be described. The normal symbol start processing is an example of timer interrupt processing. In the normal symbol start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game nor a normal game is being played, and makes a negative determination when a normal win game is being played or a normal game is being played. If the start conditions for the normal game are not met, the main CPU 41 ends the normal symbol start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.
[0072] If the normal reserved number is greater than zero, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win will be awarded. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0073] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0074] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that specifies a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be multiple variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.
[0075] When the normal pattern start process is completed, the main CPU 41 executes a normal game through a process separate from the normal pattern start process. When executing a normal game, the main CPU 41 controls the normal pattern display device 19e to start variable display of predetermined patterns. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal pattern display device 19e to statically display the normal pattern determined in the normal pattern start process.
[0076] The normal winning game process will be explained. The normal win game processing is a processing for awarding a normal win game. When the main CPU 41 stops and displays the normal win symbol in the normal game, it executes the normal win game processing after the normal game of the normal win ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.
[0077] Next, various processes executed by the secondary CPU 51 will be described. The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during execution of the special game. When the sub-CPU 51 inputs a variation start command and a special symbol command, it controls the effect device group ES including the effect display device EH to execute the effect game.
[0078] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special symbol command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the special symbol command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the special symbol command. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination including a reach if the condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, a losing symbol combination including a reach is a symbol combination in which, among multiple effect symbols, the effect symbols in the left and right columns are the same, but the effect symbol in the middle column is different. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination not including a reach if the reach condition is not met. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of effect symbols are different from each other. As an example, the sub-CPU 51 determines whether a reach condition is met based on a variation pattern that can be specified from the input variation start command.
[0079] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. The sub-CPU 51 controls the performance display device EH to start the variation display of the performance symbols in each symbol row based on the determined variation content. In other words, the sub-CPU 51 starts the performance game.
[0080] After the start of the effect game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops and displays the symbol combination. The sub-CPU 51 stops and displays the symbol combination in a confirmed state when a variation end command is input. The sub-CPU 51 may also stop and display the symbol combination in a confirmed state when a variation time set in the variation pattern has elapsed. In this case, the variation end command may be omitted.
[0081] The music output process will be described. The music output process is a process for outputting music according to the presentation state. In other words, the presentation state is a state in which different music can be output depending on its type. As an example, the presentation state includes a first presentation state and a second presentation state. The first presentation state is, for example, when a jackpot game is being played. The second presentation state is, for example, when a jackpot game is not being played. The period when a jackpot game is not being played is, for example, when a variable game is being played and when control is being made to a standby state. Note that the first presentation state and the second presentation state may partially overlap. In other words, there may be a period in which the first presentation state is in addition to the second presentation state.
[0082] As shown in Fig. 4, the songs that can be output in the first performance state include a first dedicated song, a first common song, and a second common song. On the other hand, the songs that can be output in the second performance state include a second dedicated song, a first common song, and a second common song. In other words, the first common song and the second common song are songs that are common to the first performance state and the second performance state. On the other hand, the first dedicated song and the second dedicated song are songs that are exclusive to the respective performance states.
[0083] As an example, the length of the output time of the first common music piece varies depending on the presentation state. For example, the presence or absence of an introduction when the first common music piece is output in the first presentation state differs from the presence or absence of an introduction when the first common music piece is output in the second presentation state. For example, the first common music piece output in the first presentation state is output without an introduction, while the first common music piece output in the second presentation state is output with an introduction. In contrast, the output time of the second common music piece is the same regardless of the presentation state. Note that the output times of the first dedicated music piece and the second dedicated music piece may be the same or different. In this way, the predetermined sounds that the pachinko gaming machine 10 can output include multiple types of music pieces. Of the first common music piece and the second common music piece, at least the first common music piece corresponds to a specific music piece.
[0084] As an example, when a first condition is met in each presentation state, the sub-CPU 51 controls the speaker SP to output one of the songs that can be output in the current presentation state. The first condition in the first presentation state is the start of a jackpot game (opening period), the start of each round of play, the start of an ending period, etc. The first condition in the second presentation state is the start of a variable game, the start of a predetermined presentation, the end of a variable game, etc. The predetermined presentation may be, for example, a reach presentation such as an NR presentation or an SR presentation. Note that when the first condition is met during the output of a predetermined song, the sub-CPU 51 may stop the output of the current song and control the speaker SP to output a new song, or may control the speaker SP to continue outputting the current song. Depending on the type of first condition that has been met, the sub-CPU 51 may stop the output of the current song and control the speaker SP to output a new song, or may control the speaker SP to continue outputting the current song. When a new song is output, the new song may be the same as or different from the song that was output immediately before.
[0085] In this embodiment, the ease with which the first condition is fulfilled differs between the first presentation state and the second presentation state. For example, as described above, each round of play ends in approximately 6 seconds. Therefore, in the first presentation state, during the execution of the round of play, the first condition is fulfilled approximately once every 6 seconds. On the other hand, in this embodiment, the average fluctuation time of the variable game is, for example, 10 seconds. Therefore, when the predetermined presentation is not executed, the first condition is executed approximately once every 10 seconds in the second presentation state. Furthermore, the reach presentation as the predetermined presentation is executed, for example, when 15 seconds have elapsed since the start of the variable game. As a result, the first condition is more likely to be fulfilled in the first presentation state than in the second presentation state.
[0086] As one example, when a first condition is met while music is not being output, the sub-CPU 51 controls the speaker SP to output a predetermined song from among songs that can be output in the current performance state. The sub-CPU 51 controls the speaker SP to output a song that corresponds to the current performance state, for example. As one example, when a first condition is met while music is not being output and the first performance state is in effect, the sub-CPU 51 controls the speaker SP to output a first dedicated song. As another example, when a first condition is met while music is not being output and the second performance state is in effect, the sub-CPU 51 controls the speaker SP to output a second dedicated song.
[0087] As an example, when a second condition different from the first condition is met in each performance state, the sub-CPU 51 controls the speaker SP to output one of the songs that can be output in the current performance state. The second condition includes the end of the output (playback) of one song. As an example, when the second condition is met, the sub-CPU 51 controls the speaker SP to output (repeat play) the same song again. As described above, the songs that can be output vary depending on the type of performance state. Therefore, the sub-CPU 51, which outputs songs according to the performance state, functions as performance state control means that can control the performance state, and as sound control means that controls the speaker SP as sound output means. The sub-CPU 51 as sound control means can control the output of any of multiple types of songs.
[0088] The song selection process will now be described. The song selection process is a process for changing the song being output to a song of your choice. The song selection process is executed, for example, when a special condition is met. The special condition is, for example, a special operation. The special operation can be said to be an operation for selecting a song. The special operation is, for example, operating the cross button JB in a predetermined manner. Operating the cross button JB in a predetermined manner is pressing and releasing a part of the cross button JB (so-called a single press). The special operation may be, for example, operating one or more operation units, such as the effect button BT, the cross button JB, and another operation unit, in a predetermined order and manner.
[0089] In the song selection process, the sub-CPU 51 determines, in each performance state, the next song in a predetermined order from the current song as the song to be output next. For example, in the first performance state, the sub-CPU 51 determines the next songs to be output so that the order is the first dedicated song, the first common song, and the second common song. For example, in the second performance state, the sub-CPU 51 determines the next songs to be output so that the order is the second dedicated song, the first common song, and the second common song. Thereafter, when the first condition or the second condition is met, the sub-CPU 51 controls the speaker SP to output the determined song. Note that, if a special condition is met again before the first condition or the second condition is met, the sub-CPU 51 updates (determines) the next song to be output from the previously determined songs to the next song in a predetermined order.
[0090] Next, the music reset process will be described. The music reset process is a process for stopping the output of the current music and outputting a new music. The new music is, for example, predetermined for each effect state. In other words, the new music can be considered to be the initial music for each effect state that is output when the output of the music is stopped. The initial music is, for example, a music exclusive to each effect state. As an example, the sub-CPU 51 executes the music reset process when a specific condition is met. The specific condition is, for example, a specific operation. In other words, the sub-CPU 51 executes the music reset process when a specific operation is input. The specific operation is, for example, operating the effect button BT in a specific manner while music is being output. Operating the effect button BT in a specific manner is pressing the effect button BT until a specific time has elapsed (so-called a long press). Note that the specific operation is not limited to the above and does not have to include the operation of the effect button BT, and may include the operation of an operation unit other than the effect button BT. In other words, the specific operation may be operating one or more operation units, such as the effect button BT, the cross button JB, and another operation unit, in a specific order and manner.
[0091] 5, in step S100 of the music reset process, the sub-CPU 51 determines whether the music being output is the first common music or the second common music. In other words, the sub-CPU 51 determines whether the initial music (music dedicated to each performance state) to be newly output is being output. If the initial music is being output (step S100: NO), the sub-CPU 51 ends the music reset process without stopping the output of the current music.
[0092] If the first common song or the second common song is being output (step S100: YES), the sub-CPU 51 determines whether the current performance state is the first performance state or the second performance state. If the current performance state is the first performance state (step S101: YES), the sub-CPU 51 stops output of the current song and controls the speaker SP to newly output the first dedicated song (step S102). On the other hand, if the current performance state is the second performance state (step S101: NO), the sub-CPU 51 stops output of the current song and controls the speaker SP to newly output the second dedicated song (step S103). As an example, in the processing of step S102 or step S103, if the first condition or the second condition is met, the sub-CPU 51 stops output of the current song and outputs the new song. After completing the processing of step S102 or step S103, the sub-CPU 51 ends the song reset processing. If the special condition is met before the first condition or the second condition is met, the sub-CPU 51 ends the music reset process without outputting music dedicated to each performance state.
[0093] An example of a specific output mode of music in the pachinko gaming machine 10 configured as above will be described. 6(a) shows a situation in which the first common music piece is being output during a jackpot game, which is an example of the first performance state. At this time, the performance display device EH executes, for example, a round performance and a display performance indicating that the first common music piece is being output. Assume that a specific operation is performed. As a result, the output of the first dedicated music piece, which is a music piece exclusive to the first performance state, is put on standby.
[0094] As shown in FIG. 6(b), the first common music piece continues to be output until the first condition or the second condition in the first performance state is met. Furthermore, the performance display device EH continues to execute the round performance and the display performance indicating that the first common music piece is being output. After that, the next round of play is started. In other words, the first condition is met in the first performance state.
[0095] As shown in Fig. 6(c), when the first condition is met in the first effect state, the speaker SP outputs the first dedicated music piece. In addition, the effect display device EH executes a round effect corresponding to the next round of play and a display effect indicating that the first dedicated music piece is being output.
[0096] 7(a) shows a situation in which the first common music is being output during execution of a variable game, which is an example of the second presentation state. At this time, the presentation display device EH executes, for example, a variable presentation such as a presentation game, and a display presentation indicating that the first common music is being output. Here, it is assumed that a specific operation is performed. As a result, the output of the second dedicated music, which is a music dedicated to the second presentation state, is put on standby.
[0097] As shown in FIG. 7(b), the first common music piece continues to be output until the first condition or the second condition in the second performance state is met. Furthermore, the performance display device EH continues to execute the variable performance and the display performance indicating that the first common music piece is being output. After that, the next variable game is started. In other words, the first condition is met in the second performance state.
[0098] As shown in Fig. 7(c), when the first condition is met in the second effect state, the speaker SP outputs the second exclusive music. In addition, the effect display device EH executes a variable effect corresponding to the next variable game and a display effect indicating that the second exclusive music is being output.
[0099] In this way, when a specific condition is met in a situation where a specific music piece is being output in the first effect state, the type of music that is subsequently output differs from when a specific condition is met in a situation where a specific music piece is being output in the second effect state. Furthermore, when a specific condition is met in a situation where a specific music piece is being output in the first effect state, the period until the next first or second condition is met may differ from when a specific condition is met in a situation where a specific music piece is being output in the second effect state. As a result, when a specific condition is met in a situation where a specific music piece is being output in the first effect state, the period until the next music piece is output differs from when a specific condition is met in a situation where a specific music piece is being output in the second effect state.
[0100] The effects of this embodiment will be described. (1) In this embodiment, a common piece of music can be output in different presentation states, namely, the first presentation state and the second presentation state. This allows a single piece of music to provide different gameplay sensations. Therefore, it is possible to increase interest while suppressing the amount of sound-related data. Then, when a specific condition is met in a situation where a common piece of music is being output in each presentation state, a different piece of music is output depending on the presentation state. This allows a different gameplay sensation to be provided with a single piece of music, and by outputting a type of music according to the presentation state when a specific condition is met, it is possible to provide a gameplay sensation that is suited to each presentation state. Therefore, it is possible to increase interest.
[0101] (2) Even when a first common song, which is a song common to each performance state, is output, the output time of the song can be varied depending on the performance state, thereby giving the impression of different songs with a single song, thereby increasing the interest.
[0102] (3) In particular, the first common music piece is output for a shorter time in the first presentation state than in the second presentation state. In the pachinko gaming machine 10, the period during which a jackpot game, which is an example of the second presentation state, is not being played is generally longer than the period during which a jackpot game, which is an example of the first presentation state, is being played. Therefore, even in the relatively short first presentation state, it is easy to enjoy the first common music piece to the end.
[0103] (4) When a specific condition is met while a specific song is being output in the first performance state, the time until a new song is output may differ from the time when a specific condition is met while a specific song is being output in the second performance state. This allows the new song to be output at a timing appropriate to the performance state.
[0104] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The music output in each effect state after a specific condition is met may be the same music. In this case, the output duration of the music may be different in each effect state. In other words, the length of the music output after a specific condition is met when a specific music is being output in the first effect state differs from the length of the music output after a specific condition is met when a specific music is being output in the second effect state. This allows the length of the music output after a specific condition is met to be determined according to the effect state.
[0105] The output of music may be stopped when a specific condition is met. In this case, the fulfillment of the specific condition may trigger the output of a new music piece, or the output of a new music piece may not be continued until the first or second condition is met. In other words, the output of music may be restricted for a predetermined period of time from the fulfillment of the specific condition until the fulfillment of the first or second condition.
[0106] The first condition and the second condition may be changed arbitrarily. The first condition in the first presentation state may be, for example, one or more arbitrarily selected conditions from the start of a jackpot game (opening period), the start of each round of play, the start of an ending period, and other conditions. The other condition as the first condition in the first presentation state may be, for example, the execution of a predetermined presentation.
[0107] The first condition in the second presentation state may be, for example, one or more conditions arbitrarily selected from the start of a variable game, the start of a predetermined presentation, the end of a variable game, and other conditions. Other conditions as the first condition in the second presentation state include, for example, the suspension of a variable game, the start of a normal game, and the end of a normal game.
[0108] A song may be output when a condition different from the first condition and the second condition is met. In this case, when the different condition is met, a predetermined song may be output, or a song determined by a predetermined lottery may be output. The predetermined lottery may simply be a lottery to determine which song will be output, or a lottery executed for another purpose. The predetermined lottery may be executed, for example, by the main CPU 41 or the sub-CPU 51. The different condition may be, for example, a specific result of the predetermined lottery or a lottery different from the predetermined lottery. Furthermore, even if the song is the same, the output time may differ depending on the result of the predetermined lottery or a lottery different from the predetermined lottery.
[0109] When a song common to both the first and second performance states is being output in one of the first and second performance states, the song may be continuously output when the state transitions to the other performance state. Alternatively, the common song that was output in one of the performance states when the first condition is first satisfied after the state transitions to the other performance state may be output. In this case, when the state transitions from the other performance state to the one of the performance states, the common song that was output in the other performance state may not be output. Specifically, for example, if a first common song is output in the first performance state and then the state transitions to the second performance state, the first common song may be output first in the second performance state. Furthermore, if a first common song is output in the second performance state and then the state transitions to the first performance state, a song different from the first common song (e.g., a first dedicated song) may be output first in the first performance state.
[0110] When a predetermined piece of music is being output in one of the first and second performance states, if a special condition is met and a different piece of music is output or the output of a different piece of music is put on hold, the performance state changes to the other performance state, and then the performance state changes back to the one of the above-mentioned performance states, the predetermined piece of music may be output, or the other piece of music may be output. In other words, when the performance state changes from one of the first and second performance states to the other and then changes back to the one of the above-mentioned performance states, the piece of music selected by the music selection process may be output, or a predetermined piece of music may be output.
[0111] When the second condition is met, output of a new piece of music does not have to start. In other words, when the second condition is met, the piece of music may simply end. When the second condition is met, songs may be output in a predetermined order (playlist playback), or songs may be output based on the results of a predetermined lottery (shuffle playback).
[0112] Each song may be output (repeated) a set number of times. Even in this case, the length of the song output time described above refers to the length of one song output (the length when not repeated).
[0113] The special condition may be changed arbitrarily. For example, the special condition does not have to include operating a predetermined operation unit provided in the pachinko gaming machine 10. The special condition may differ depending on the presentation state. For example, the special operation may differ depending on the presentation state. For example, the special operation may be acceptable within a predetermined period of time. In other words, even if a special operation is input, the special condition may not be met unless the predetermined period is reached. The predetermined period may differ depending on the presentation state. For example, the predetermined period is when a predetermined presentation (for example, a specific or predetermined reach presentation or round presentation) is not being executed.
[0114] When a special condition is met, the secondary CPU 51 may be able to execute another process in addition to or instead of the music selection process. The specific condition may be changed arbitrarily. For example, the specific condition does not have to include operating a predetermined operation unit provided in the pachinko gaming machine 10.
[0115] The specific condition may vary depending on the presentation state. For example, the specific operation may vary depending on the presentation state. For example, the specific operation may be acceptable for a predetermined period of time. In other words, even if a specific operation is input, the specific condition may not be met unless the predetermined period is reached. The predetermined period may vary depending on the presentation state. For example, the predetermined period is when a predetermined presentation (for example, a specific, or a predetermined reach presentation or round presentation) is not being executed.
[0116] When a specific condition is met, the secondary CPU 51 may be able to execute another process in addition to or instead of the music reset process. Each presentation state may be changed arbitrarily, and there may be another presentation state in addition to or instead of the first and second presentation states. Each presentation state may be arbitrarily set from, for example, during a jackpot game, during a variable game, during a specific variable game, during the execution of a predetermined presentation, or any part or all of these periods.
[0117] Although the music output when a specific condition is met is exemplified as music dedicated to each performance state, this is not limited to this. For example, the music output when a specific condition is met may be music of a different type or length, or may be music that can be output commonly to each performance state.
[0118] For some or all of the above songs, a display effect that displays lyrics may be executed while the song is being played. In this case, even for the same song, there may be a display state in which the display effect that displays lyrics is executable and a display state in which the display effect that displays lyrics is not executable. Note that even if the display effect that displays lyrics is not executable for a specific song, a display effect that displays lyrics may be executable for another song.
[0119] Each effect state may include a restriction period during which music output is restricted. The restriction period is a period during which music is not output, it is difficult to recognize that music is being output, lyrics are not displayed, or it is difficult to recognize that lyrics are being displayed, compared to the non-restriction period. During the restriction period, for example, the output of one or more predetermined music pieces may be restricted. The restriction period may be different depending on the effect state. The restriction period may be the same or different depending on the effect state. The restriction period may be during the establishment of a special condition. The special condition may be, for example, during the execution of a predetermined effect. For example, the predetermined effect related to the special condition may be different between the first effect state and the second effect state. The special condition may be, for example, from the input of a special operation to the input of a cancel operation. In other words, the output of music may be arbitrarily restricted by inputting a special operation. The special operation and the cancel operation are both optional operations. In this way, if the output of music is perceived as annoying, it can be suppressed by inputting a special operation.
[0120] When the restriction period ends, a new song may be output. The new song may be, for example, the same as the song whose output was restricted when the restriction period started, or a different song. Also, for example, when the restriction period ends, the same song as the song whose output was restricted when the restriction period started may be output, or a different song may be output.
[0121] In this case, which music piece is output may be based on, for example, the difference in the special condition that is met. Specifically, when a first effect is executed as the predetermined effect, the same music piece whose output was restricted when the restriction period started may be output. On the other hand, when a second effect is executed as the predetermined effect, a music piece different from the music piece whose output was restricted when the restriction period started may be output.
[0122] In addition, which music piece will be output may be determined by, for example, a predetermined lottery. The predetermined lottery may be a lottery simply for determining which music piece will be output, or may be a lottery executed for another purpose. The predetermined lottery is executed by, for example, the main CPU 41 or the sub-CPU 51.
[0123] When the same music is output at the end of the restricted period, the music may be output continuously or may be output from the beginning. When configured to prevent music from being output during the restricted period, continuing to output music can be said to mean suspending the output of music during the restricted period and resuming the output of music from the point where it was suspended when the restricted period ends.
[0124] The process of step S100 may be omitted. In other words, even if the specific condition is met when music is not being output, the dedicated music for each performance state may be output when the first or second condition is met.
[0125] When the first common music is output due to the establishment of a special condition during a jackpot game in the first presentation state, if a jackpot game in the first presentation state is started again after a non-jackpot game in the second presentation state, the first common music may be output due to the establishment of the first condition. On the other hand, when the first exclusive music is output due to the non-establishment of a special condition during a jackpot game in the first presentation state, if a jackpot game in the first presentation state is started again after a non-jackpot game in the second presentation state, the first exclusive music may be output due to the establishment of the first condition.
[0126] The predetermined effects may be customizable. In this case, the output of music may be restricted depending on whether or not the predetermined effects are customized, or the content of the customization. Restricting the output of music means not outputting music, making it difficult to recognize that music is being output, not displaying lyrics, or making it difficult to recognize that lyrics are being displayed.
[0127] The pachinko gaming machine 10 may not have some or all of the effect button BT and the cross button JB. The effect display device EH is not limited to being configured to include one display unit capable of displaying various images, but may be configured to include multiple display units. The effect display device EH may be configured in combination with a movable body configured to be able to perform a predetermined operation. Some or all of the one or more display units that make up the effect display device EH may be provided on the game board YB or on the mounting frame 11b.
[0128] The first and second variable games may be executed in the order in which the hold conditions are met. The pachinko gaming machine 10 can adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high probability state until a specified number of variable games have been completed (so-called ST specification). The pachinko gaming machine 10 can adopt a specification that provides a high probability state on the condition that the gaming ball passes through a specific area (so-called V probability variable specification). The pachinko gaming machine 10 may be a specification that combines the drop specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.
[0129] The special symbol winning lottery may include a big win lottery as well as a small win lottery. If a small win is won in the winning lottery, a small win game (winning game) will be awarded after the special game ends. As an example, the high-probability non-time-saving state may be a state in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to the low-probability non-time-saving state (so-called small win RUSH specification). In other words, the high-probability non-time-saving state may be a state in which the specific number of balls is likely to increase.
[0130] A small win game may be played without a winning lottery, triggered by the entry of a game ball into the starting hole. In addition, when the configuration is such that a small win game can be executed, a specification classified as Type 2 may be adopted in which a big win game is triggered when the game ball passes through the big win opening 14 or a special area within another big win opening.
[0131] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.
[0132] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, a light-emitting control substrate that specializes in controlling the decorative lamps LA, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other effects may be collectively referred to as a sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. Furthermore, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.
[0133] The above-described embodiment may be applied to a slot machine. In a slot machine, a player can set a bet amount (also known as a wager amount) by operating a BET button or inserting medals. After setting the bet amount, the start lever is operated, causing multiple reels to spin. After the multiple reels have spun, the stop button is operated, causing the corresponding reel to stop spinning. When all reels have stopped spinning, a prize (a medal or a replay) is awarded according to the symbol combination that stopped the spinning. In a slot machine, the period from when the start lever is operated with the bet amount set until all reels have stopped spinning is considered to be at least one variable game. Some slot machines also perform a lottery, and some slot machines allow a player to win a bonus role in the lottery. In such slot machines, when a symbol combination corresponding to a bonus role is found on a payline, a bonus role is awarded. The bonus role corresponds to a winning role in a pachinko gaming machine 10.
[0134] In addition, some slot machines are configured to be controllable to one of a plurality of game states in which the probability of winning a specific role, such as a replay role (replay role), in the role lottery is different. A game state (so-called RT state) in which the probability of winning a specific role, such as a replay role, is higher than in the normal game state is a game state that is advantageous to the player because the number of balls held increases or is less likely to decrease than in the normal game state.
[0135] Some slot machines can be controlled to a state in which the operation of the stop button to win a predetermined combination is notified (the so-called AT state). The AT state is a game state advantageous to the player because it is easier to win a predetermined combination compared to the normal game state, and the number of balls increases, or it is harder to lose the number of balls compared to the normal game state. Some slot machines that can be controlled to the AT state can execute effects that mimic bonus games in the AT state, or in which the number of balls increases more easily in the AT state than in the bonus game. In such slot machines, the AT state can be said to correspond to a winning game in a pachinko game machine 10.
[0136] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Appendix 1) A gaming machine comprising: a presentation state control means capable of controlling a presentation state; a sound output means capable of outputting a predetermined sound; and a sound control means capable of controlling the sound output means, wherein the presentation states include a first presentation state and a second presentation state; the predetermined sound includes a plurality of types of music; the sound control means is capable of controlling the output of any one of the plurality of types of music; and wherein when a specific condition is met in a situation in which a specific music is being output in the first presentation state, the type of music that is subsequently output differs from when the specific condition is met in a situation in which a specific music is being output in the second presentation state.
[0137] (Appendix 2) A gaming machine comprising: a presentation state control means capable of controlling a presentation state; a sound output means capable of outputting a predetermined sound; and a sound control means capable of controlling the sound output means, wherein the presentation states include a first presentation state and a second presentation state, the predetermined sound includes a plurality of types of music, the sound control means is capable of controlling the output of any of the plurality of types of music, wherein when a specific condition is met in a situation in which a specific music piece is being output in the first presentation state, the type of music output thereafter differs from when a specific condition is met in a situation in which a specific music piece is being output in the second presentation state, and the length of the specific music piece in the first presentation state differs from the length of the specific music piece in the second presentation state.
[0138] (Appendix 3) A gaming machine comprising: a presentation state control means capable of controlling a presentation state; a sound output means capable of outputting a predetermined sound; and a sound control means capable of controlling the sound output means, wherein the presentation states include a first presentation state and a second presentation state; the predetermined sound includes a plurality of types of music; the sound control means is capable of controlling the output of any one of the plurality of types of music; and wherein the length of the music output subsequently differs when a specific condition is met in a situation in which a specific music is being output in the first presentation state and when the specific condition is met in a situation in which a specific music is being output in the second presentation state.
[0139] (Appendix 4) A gaming machine described in any of (Appendix 1) to (Appendix 3), in which the time until the subsequent music is output differs between when the specific condition is met in a situation in which a specific music piece is being output in the first performance state and when the specific condition is met in a situation in which a specific music piece is being output in the second performance state. [Explanation of symbols]
[0140] BT...Effect button EH...Effect display device ES...Effect device group HD...Firing handle JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button LA...Decorative lamp R...Display area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Anti-return valve 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...First start port 13...Second start port 13a...Normal opening / closing piece 14...Big prize port 14a...Special opening / closing piece 17...Gate 17a...Gate port 18...Out port 19a...First special symbol display device 19b...Second special symbol display device 19c...First reservation display device 19d...Second reservation display device 19e...Normal pattern display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub-board 51...Sub-CPU 52...Sub-ROM 53...Sub-RAM
Claims
[Claim 1] a presentation state control means capable of controlling a presentation state; a sound output means capable of outputting a predetermined sound; a sound control means capable of controlling the sound output means, The presentation state includes a first presentation state and a second presentation state, The predetermined sounds include a plurality of types of music, the sound control means is capable of controlling the output of any one of the plurality of types of music; The gaming machine is characterized in that when a specific condition is established in a situation in which a specific piece of music is being output in the first performance state, the length of the music to be output thereafter differs from when the specific condition is established in a situation in which a specific piece of music is being output in the second performance state.
Citation Information
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