Gaming machine
The gaming machine addresses the need for enhanced customization by incorporating variable game execution and presentation routes with changing probabilities and effects, improving player engagement.
Patent Information
- Application Number
- JP2025197930
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-19
- Publication Date
- 2026-02-06
AI Technical Summary
Existing gaming machines with customization functions lack further enhancements to increase player interest.
A gaming machine with customizable presentation and variable game execution, featuring multiple presentation routes with differing execution probabilities and special effects based on customization results, allowing for dynamic changes in game outcomes.
Enhances player interest through dynamic and personalized gameplay experiences.
Smart Images

Figure 2026020277000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines equipped with a function for customizing effects (for example, Patent Document 1). In such gaming machines, the customization function allows the effects to be customized according to the player's preferences. As a result, gaming machines equipped with the customization function increase the interest of players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-100288 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, in gaming machines with customization functions, there is a demand for further improvements in the customization functions to further increase the interest of players. [Means for solving the problem]
[0005] A gaming machine that solves the above-mentioned problem is a gaming machine that is customizable with respect to presentation, and is equipped with a variable game execution means that executes a variable game, one or more presentation execution means that execute the presentation, and a storage means that stores customization results that can identify the results of the customization, wherein the variable game has a plurality of presentation routes including a specific presentation route, the presentation routes include a specific presentation, a non-specific presentation, and a special presentation, and when the variable game progresses along the specific presentation route, one of the specific presentation and the non-specific presentation is executed and the other is not executed, the degree of advantage differs when the specific presentation is executed and when the non-specific presentation is executed, the execution probability of the specific presentation and the execution probability of the non-specific presentation change according to the customization result, and the presentation has the special effect according to the customization result. The gist of the invention is that there is a change in the probability of a fixed effect being executed, or there is an effect that allows the user to recognize that the probability of executing the specific effect has changed, and that this effect does not indicate a change in the probability of executing the non-specific effect, and when the customization result is a specific result, it is more advantageous to execute the specific effect than to execute the non-specific effect, and the special effect can be executed regardless of the customization result when the variable game progresses along the specific effect route, and the effect route is composed of one or more effect parts, and when the variable game progresses along the specific effect route, there are times when the special effect is executed after the specific effect has ended and times when the special effect is executed after the non-specific effect has ended, and after the special effect has ended, there is a possibility of branching to an effect part according to a first mode or an effect part according to a second mode. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram showing the appearance of a pachinko gaming machine. [Figure 2] This is a view of the game board from the front. [Figure 3]FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 4] FIG. 10 is a diagram showing an example of a performance route. [Figure 5] 10(a) to 10(d) are diagrams showing an example of a presentation mode in an SR part in a normal mode. [Figure 6] A figure showing an example of a presentation style in an SR part in a specific mode. [Figure 7] FIG. 10 is a diagram showing an example of a presentation mode of a predetermined presentation. [Figure 8] FIG. 10 is a diagram showing an example of a presentation mode of a customization presentation. [Figure 9] A figure showing an example of the presentation style of the presentation during operation. [Figure 10] FIG. 10 is a diagram showing an example of lottery winning ratios according to the operating status of the customization function. [Figure 11] 10(a) to 10(d) are diagrams showing an example of an execution mode of an SR part according to a specific mode. [Figure 12] 10(a) to 10(d) are diagrams showing an example of an execution mode of an SR part according to a specific mode. 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, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various gaming components. In the pachinko gaming machine 10, the mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame that protects the game board YB.
[0010] The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP is capable of executing sound effects. Sound effects are effects in which a predetermined sound is output by the speaker SP. For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The speaker SP is capable of executing sound alerts. Sound alerts are alerts in which a predetermined sound is output by the speaker SP. The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of executing light-emitting effects. Light-emitting effects are effects in which a light-emitting element (not shown) built into the decorative lamp LA turns on, flashes, and goes out. The decorative lamp LA is capable of executing light-emitting alerts. Light-emitting alerts are alerts in which a light-emitting element (not shown) built into the decorative lamp LA turns on, flashes, and goes out.
[0011] The pachinko gaming machine 10 is equipped with a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. The launch handle HD is provided on the surface side (front side) of the mounting frame 11b. 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 effect button BT is provided on the surface side (front side) of the mounting frame 11b.
[0012] The pachinko gaming machine 10 is equipped with a vibration motor SM capable of generating vibrations. As an example, the vibration motor SM is built into the effect button BT. This allows the vibration motor SM to impart the generated vibrations to the effect button BT. The vibration motor SM is capable of executing a vibration effect. The vibration effect is an effect in which vibrations are generated by the vibration motor SM. The vibration motor SM is capable of executing a vibration alert. The vibration alert is an alert in which vibrations are generated by the vibration motor SM.
[0013] As shown in Figure 2, a game area YBa is formed on the front of the game board YB. The game area YBa is approximately circular in front view. 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. The launch passage YBc is a passage for guiding game balls launched by operating the launch handle HD to the game area YBa. The game board YB is equipped with a backflow prevention valve YBd. The backflow prevention valve YBd is a component for preventing game balls launched by operating the launch handle HD from returning back into the launch passage YBc.
[0014] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, 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 in positions on the game board YB that are visible to the player.
[0015] The first special pattern display device 19a is capable of executing a first special game. In the first special game, predetermined patterns are displayed in a variable manner, and then the first special pattern is displayed as a static symbol. The first special pattern is a pattern for notifying the result of a lottery for a winning first special pattern. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable special pattern game. In other words, the first special game is an example of a variable game. The second special pattern display device 19b is capable of executing a second special game. In the second special game, predetermined patterns are displayed in a variable manner, and then the second special pattern is displayed as a static symbol. The second special pattern is a pattern for notifying the result of a lottery for a winning second special pattern. The second special pattern is an example of a special pattern. The second special game is an example of a special game. The second special game is an example of a second variable game. The second special game is an example of a variable game. The special symbols include jackpot symbols that are displayed as a jackpot result, and miss symbols that are displayed as a miss result. If a jackpot is won in the winning lottery for each special symbol, the jackpot symbol is displayed statically in a special game. After that, the jackpot game is awarded after the special game in which the jackpot symbol is displayed statically ends. A jackpot is an example of a win.
[0016] The first hold display device 19c is a display device that displays information that can identify the first hold number. The first hold number is information that indicates the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. The second hold display device 19d is a display device that displays information that can identify the second hold number. The second hold number is information that indicates the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each hold number is 4. However, the upper limit number for each hold number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first hold number and the second hold number may be different.
[0017] The normal pattern display device 19e is capable of executing a normal game. The normal game is executed by variably displaying predetermined patterns and then finally statically displaying normal patterns. The normal patterns are patterns for announcing the results of a normal pattern winning lottery. There are normal winning patterns and normal losing patterns. If the normal pattern winning lottery is won, the normal winning pattern is statically displayed in the normal pattern variable game. After that, a normal winning game is awarded after the normal game in which the normal winning pattern is statically displayed ends. The normal game is an example of a first variable game. The normal game is an example of a variable game.
[0018] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hand hit display device, and a round display device. For example, the normal hold display device is a display device that displays information that identifies the normal hold number. The normal hold number is information that indicates the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. For example, the right-hand hit display device is a display device that displays information instructing a right hit. A right hit is a shot in which the game ball is shot with a stronger launch intensity so that the game ball flows down the area of the game area YBa to the right of the display window YBb (hereinafter referred to as the right area). A left hit is a shot in which the game ball is shot with a weaker launch intensity so that the game ball flows down the area of the game area YBa to the left of the display window YBb (hereinafter referred to as the left area). For example, the round display device is a display device that notifies the player of the upper limit of the number of rounds that constitute a jackpot game.
[0019] The pachinko gaming machine 10 includes a first effect display device EH1 and a second effect display device EH2. The first effect display device EH1 has a display area R1. The second effect display device EH2 has a display area R2. Each of the display area R1 and the display area R2 is an area capable of displaying an image as information. The first effect display device EH1 is attached to the game board YB so that the display area R1 is visible through the display window YBb. The second effect display device EH2 is attached to the game board YB so that the display area R2 is visible through the display window YBb. As an example, the first effect display device EH1 and the second effect display device EH2 are liquid crystal devices. The first effect display device EH1 and the second effect display device EH2 are capable of executing display effects. The display effects are effects that display predetermined objects as images. For example, the predetermined objects are effect patterns, characters, landscapes, letters, numbers, symbols, etc. The first performance display device EH1 and the second performance display device EH2 are capable of executing display notifications. Display notifications are notifications that display a specified object as an image. In each of the first performance display device EH1 and the second performance display device EH2, objects are arranged as images on multiple layers, and a display screen is generated based on the multiple layers. At this time, if objects arranged on different layers overlap, each display screen is generated by giving priority to the object arranged on the layer with the highest priority in the overlapping area. Then, each generated display screen is displayed on the first performance display device EH1 and the second performance display device EH2, respectively.
[0020] The first performance display device EH1, the second performance display device EH2, the speaker SP, the decorative lamp LA, and the vibration motor SM are each performance devices capable of executing a performance. The first performance display device EH1, the second performance display device EH2, the speaker SP, the decorative lamp LA, and the vibration motor SM form a performance device group ES consisting of a plurality of performance devices. In other words, the performance device group ES includes the first performance display device EH1, the second performance display device EH2, the speaker SP, the decorative lamp LA, and the vibration motor SM. Each of the performance device group ES is an example of a performance execution means that executes a performance. The first performance display device EH1, the second performance display device EH2, the speaker SP, the decorative lamp LA, and the vibration motor SM are each notification devices capable of executing a notification. The first performance display device EH1, the second performance display device EH2, the speaker SP, the decorative lamp LA, and the vibration motor SM form an notification device group consisting of a plurality of notification devices. In other words, the performance device group ES can also be said to be an notification device group. The group of performance devices ES is an example of a notification means that executes notification.
[0021] As an example of a display effect, there is an effect game. An effect game is a variable effect pattern game using multiple rows of effect patterns. In an effect game, after multiple rows of effect patterns are displayed variably, a combination of effect patterns (hereinafter referred to as a pattern combination) is finally displayed stationary. An effect game starts together with a special game. An effect game ends together with the special game. In an effect game, a pattern combination corresponding to the special pattern displayed stationary in the special game is displayed stationary. When a jackpot pattern is displayed stationary in the special game, the jackpot pattern combination is displayed stationary in the effect game. When a losing pattern is displayed stationary in the special game, the losing pattern combination is displayed stationary in the effect game.
[0022] As an example, the effect symbols are symbols (images) decorated with characters, patterns, etc., and are used to diversify the display effects. The effect symbols are so-called decorative symbols. As an example, an effect game is performed by displaying the effect symbols of the left, middle, and right rows in a variably directional manner. The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately displays a predetermined symbol combination in a stopped state. For example, a reach is a state in which the same effect symbols are temporarily displayed in the left and right rows of effect symbols, and the effect symbol in the middle row of effect symbols continues to be displayed in a variably directional manner. Reach effects include normal reach effects and super reach effects. In the following description, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects have a higher probability of winning compared to NR effects. As an example, SR effects are executed via NR effects.
[0023] The game area YBa is formed with a plurality of winning openings. The winning openings are openings into which game balls flowing down the game area YBa can enter. The winning openings are openings into which the conditions for awarding prize balls are met when a game ball enters. The winning openings include at least a first start opening 12, a second start opening 13, and a big prize opening 14. The first start opening 12 is an opening into which a game ball enters when the conditions for awarding prize balls and the conditions for starting the first special game are met. The first start opening 12 is located below the first effect display device EH1, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 (see Figure 3). The first start sensor SE1 is a sensor that detects game balls that enter the first start opening 12.
[0024] The second start 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 special game are met. The second start opening 13 is located to the right of the first start opening 12. The second start opening 13 is equipped with a normal opening / closing piece 13a, for example, in the form of a door. The second start opening 13 is closed so that game balls do not enter or are difficult to enter when a normal win game is not awarded. The second start opening 13 is opened so that game balls enter or are easy to enter when a normal win game is awarded. The game board YB is equipped with a normal actuator AC1 (see FIG. 3) as a member that operates the normal opening / closing piece 13a. For example, the normal actuator AC1 is a solenoid. The game board YB is equipped with a second start sensor SE2 (see FIG. 3). The second start sensor SE2 detects game balls that enter the second start opening 13. The second starting hole 13 is a so-called “normal electric accessory.” The second starting hole 13 is an example of a second ball entry hole.
[0025] 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 first effect display device EH1. 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 actuator AC2 as a member that operates the special opening / closing piece 14a (see Figure 3). As an example, the special actuator AC2 is a solenoid. The game board YB is equipped with a count sensor SE3 (see Figure 3). The count sensor SE3 is a sensor that detects game balls that enter the large prize opening 14.
[0026] A gate 17 is arranged in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE4 (see Figure 3). The gate sensor SE4 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE4 is a sensor that detects game balls passing through the gate 17. The gate 17 is an entry opening through which game balls can enter to satisfy the conditions for starting a normal game. The gate 17 is an entry opening through which the conditions for awarding prize balls are not satisfied even if game balls enter.
[0027] The game area YBa is formed with an outlet 18. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered the first start hole 12, the second start hole 13, or the big prize hole 14 from the game area YBa.
[0028] As described above, in this embodiment, by adjusting the launch strength of the game ball, the game ball can be hit into the left area or the right area of the game area YBa. In this embodiment, a game ball flowing down the left area has a possibility of landing in the first starting hole 12. In other words, when hit from the left, there is a possibility that the ball will land in the first starting hole 12. On the other hand, a game ball flowing down the right area has a possibility of landing in the second starting hole 13, the big prize hole 14, and the gate 17. In other words, when hit from the right, there is a possibility that the ball will land in the second starting hole 13, the big prize hole 14, and the gate 17.
[0029] Next, the jackpot game will be explained. As an example, in a jackpot game, a jackpot opening effect is executed first. The jackpot opening effect is an effect that allows the start of a jackpot game to be recognized. As an example, the jackpot opening effect is executed for a predetermined jackpot opening time. In a jackpot game, a round game is executed after the jackpot opening time has elapsed. A jackpot game is composed of multiple round games. In a round game that constitutes a jackpot game, the jackpot winning hole 14 is opened. One round game ends when a number condition or a time condition is met. As an example, the number condition is met when a predetermined number of game balls enter in one round game. As an example, the time condition is met when a predetermined round time has elapsed. In each round game that constitutes a jackpot game, the jackpot winning hole 14 is opened in a predetermined opening manner (opening pattern). In each round game that constitutes a jackpot game, a round effect is executed. In a jackpot game, when the final round of play ends, a jackpot ending effect is executed. The jackpot ending effect is an effect that allows the player to recognize the end of the jackpot game. As an example, the jackpot ending effect is executed for a predetermined jackpot ending time. The jackpot game ends as the jackpot ending time elapses.
[0030] 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)."
[0031] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting the game ball to enter the second starting hole 13. The pachinko game machine 10 has two states in which the probability of the game ball entering the second starting hole 13 differs: 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 the game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of the game 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 the game ball to enter the second starting hole 13 (easy ball entry state). In the low ball entry rate state, left-handed hits are recommended, which have the potential to cause the game ball to enter the first starting hole 12, and in the high ball entry rate state, right-handed hits are recommended, which have the potential to cause the game ball to enter the second starting hole 13.
[0032] For example, a high ball entry rate state can be achieved by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing any combination of multiple ball entry assist controls. The first ball entry assist control is a control to shorten the fluctuation time of the normal symbol. The normal symbol fluctuation time shortening control is a control to shorten the fluctuation time of the normal game compared to when the ball entry rate state is low. The second ball entry assist control is a probability fluctuation control of the normal symbol. The probability fluctuation control of the normal symbol is a control to change the probability of winning the normal win lottery (normal win probability) to a higher probability than when the ball entry rate state is low. The third ball entry assist control is a control to extend the opening time of the normal win game. The opening time extension control for the normal win game is a control to lengthen the total opening time of the second start port 13 in one normal win game compared to when the ball entry rate state is low. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that increases the opening time of one opening of the second start port 13 in a normal winning game compared to when the ball entry rate is low.
[0033] The high ball winning rate state may be realized by combining the fourth ball winning assist control, which will be explained next. The fourth ball winning assist 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). In this way, the game states in the pachinko gaming machine 10 include a low ball winning rate state and a high ball winning rate 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 is information that specifies the fluctuation content that finally stops and displays a jackpot symbol combination after a reach presentation in a presentation game. The miss fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a miss symbol combination after a reach presentation or without a reach presentation in a presentation game.
[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. 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 to be able to generate software random numbers through the random number generation process performed by the main CPU 41.
[0038] 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 actuator AC1 and the special actuator AC2. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special actuator AC2.
[0039] 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 notifications and effects. The sub-ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The sub-ROM 52 stores display data used for display effects and display notifications, light-emitting data used for light-emitting effects and light-emitting notifications, and sound data used for sound effects and sound notifications. 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.
[0040] The sub-board 50 is connected to each of the first performance display device EH1 and the second performance display device EH2. The sub-CPU 51 is capable of controlling the display content in the display area R1 of the first performance display device EH1 and the display content in the display area R2 of the second performance display device EH2. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 is capable of controlling the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 is capable of controlling the light emission mode of the decorative lamp LA. The sub-board 50 is connected to a vibration motor SM. The sub-CPU 51 is capable of controlling the vibration mode of the vibration motor SM. The sub-board 50 is connected to a performance button BT. The sub-CPU 51 is capable of inputting an operation signal indicating the operation state of the performance button BT.
[0041] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0042] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether or not a gaming ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the gaming ball has entered the first start hole 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1.
[0043] After updating the first hold number by adding 1, the main CPU 41 controls the first hold display device 19c to display information that can identify the updated first hold number. The main CPU 41 stores a control command that can identify the added first hold number (hereinafter referred to as the first hold number command) in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is met. As an example, one control command is output to the sub-board 50 each time the output condition is met. As an example, the output condition is met every predetermined control period (for example, 16 ms).
[0044] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 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 of the first special game is met.
[0045] When the main CPU 41 has stored 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 number, 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 number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1.
[0046] After updating the second reserved number by adding 1, the main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command that can identify the second reserved number after the addition (hereinafter referred to as the second reserved number command) in the output buffer. The reservation condition for the second special game can be met when the second reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0047] Next, the main CPU 41 acquires random numbers generated within the main board 40. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend its execution until the start conditions of the second special game are met. When the random number information for the second special game is 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 executes a process to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting one. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that identifies 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 conduct a winning lottery to determine whether or not a jackpot will be won (a winning lottery for the second special symbol). The main CPU 41 conducts a winning lottery to determine whether or not a jackpot will be won at a predetermined jackpot probability (for example, approximately 1 / 320).
[0050] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing.
[0051] If the jackpot is not won (if the winning lottery 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. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special pattern start process.
[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 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting one. The main CPU 41 controls the first reserved display device 19c to display information that identifies the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that identifies 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 first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to conduct a winning lottery (winning lottery for the first special symbol) to determine whether or not a jackpot will be won. The main CPU 41 conducts a jackpot lottery with a predetermined jackpot probability. The jackpot probability in the winning lottery for the first special symbol is the same as the jackpot probability in the winning lottery for the second special symbol (approximately 1 / 320).
[0055] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol 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. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one loss variation pattern from multiple loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a special variation start command in the output buffer. The special 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. As an example, the special variation start 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 special fluctuation start command is a control command that is different when the fluctuation process for the first special game is executed and when the fluctuation process for the second special game is executed. In other words, the special fluctuation start command is a control command that can identify whether the first special game or the second special game is started. In the jackpot fluctuation process and the loss fluctuation process, the main CPU 41 updates the output information in the main RAM 43 so that it can 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 executing the second special game, the main CPU 41 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 processing. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. In this way, the pachinko gaming machine 10 can execute the first special game when a gaming ball enters the first start hole 12. Also, the pachinko gaming machine 10 can execute the second special game when a gaming ball enters the second start hole 13.
[0059] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game 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.
[0060] For example, there are two types of jackpot games: a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game based on a first jackpot symbol. The second jackpot game is a jackpot game based on a second jackpot symbol that is different from the first jackpot symbol.
[0061] In the jackpot game processing, the main CPU 41 stores a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time in the output buffer. The jackpot opening command is a control command that instructs the execution of a jackpot opening presentation. For example, the jackpot opening command may include information capable of specifying the type of jackpot game. When the jackpot opening time has elapsed, the main CPU 41 performs processing to execute round games that constitute the jackpot. For example, the main CPU 41 controls the special actuator AC2 using the specified opening control data for the jackpot game to open the jackpot prize opening 14. The main CPU 41 performs this processing to execute round games until the number of round games specified for the jackpot game has been completed. For example, the first jackpot game and the second jackpot game are both specified as 10 round games (10R). A number condition and a time condition are specified as end conditions for each round game that constitutes the jackpot game. As an example, for each round game constituting a jackpot game, the number condition is set as 10 game balls entering the big prize opening 14. As an example, for each round game constituting a jackpot game, the time condition is set as 29 seconds elapsed.
[0062] The main CPU 41 stores a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of a jackpot round game in the output buffer each time a round game constituting a jackpot game is started. When the final round game constituting a jackpot game ends, the main CPU 41 stores a control command (hereinafter referred to as a jackpot ending start command) capable of specifying the start of a jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as a jackpot ending end command) capable of specifying the elapse of the jackpot 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] The following describes the process of changing the goal scoring rate state. The goal scoring rate transition process includes a high goal scoring rate transition process for transitioning to a high goal scoring rate state, and a low goal scoring rate transition process for transitioning to a low goal scoring rate state.
[0065] First, the high ball scoring rate transition process will be described. The main CPU 41 executes a high ball entry rate transition process when the first or second jackpot game ends. In the high ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43. That is, when the first or second jackpot game ends, the main CPU 41 controls the system to a high ball entry rate state. After the second jackpot game ends, the main CPU 41 counts the number of times the special game has been executed after the end of 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 the special game ends in which the number of times the special game has been executed since the end of the jackpot game reaches the activation count, the main CPU 41 erases the activation flag stored in the main RAM 43. That is, after the second jackpot game ends, the main CPU 41 controls the system to a low ball entry rate state when the activated special game ends. The main CPU 41 does not clear 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 game to a low ball entry rate state during the jackpot game.
[0066] 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 to a high probability state when the first jackpot game ends. The main CPU 41 does not clear the probability variable flag after the first jackpot game ends until the next jackpot game is awarded. On the other hand, 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 to a low probability state when the second jackpot game ends. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 clears the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.
[0067] 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, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current game state, regardless of whether the backup information has been initialized. That is, if the backup information has been initialized when power supply is started, a state designation command capable of identifying a low-probability non-time-shortening state is stored in the output buffer. On the other hand, if the backup information has not been initialized when power supply is started, a state designation command capable of identifying the game state at the time the power supply was cut off is stored in the output buffer.
[0068] 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.
[0069] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 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, and winning symbol random numbers used to determine normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be identified.
[0070] 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.
[0071] 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 has been won. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state.
[0072] 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. When 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 determines the normal win pattern to be stopped and displayed in the normal game. When 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.
[0073] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. For example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern with a longer variation time than when the current winning rate state is a high winning rate state. Note that multiple variation patterns may 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. Next, the main CPU 41 stores a normal variation start command in the output buffer. The normal variation start command is a control command that can identify the determined normal variation pattern and the start of the normal game. For example, the normal variation start command is a control command that can identify the determined normal symbol (a winning normal symbol or a losing normal symbol). After storing the normal variation start command in the output buffer, the main CPU 41 terminates the normal symbol start process.
[0074] When the normal symbol start process is completed, the main CPU 41 executes a normal game through a process separate from the normal symbol start process. When executing a normal game, the main CPU 41 controls the normal symbol display device 19e to start variable display of predetermined symbols. The main CPU 41 measures a 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 symbol display device 19e to statically display the normal symbol determined in the normal symbol start process. In this way, the pachinko gaming machine 10 can execute a normal game when a gaming ball enters the gate 17 (gate opening 17a).
[0075] The normal winning game process will be explained. The normal win game processing is a process for awarding a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game ends. The main CPU 41 controls the normal actuator AC1 using opening control data corresponding to the normal win symbol determined in the normal symbol start processing to open the second start port 13. This awards a normal win game. The normal win game ends when a number condition or a time condition is met. For example, the number condition for the normal win game is met when a predetermined number of game balls enter the ball slot during the normal win game. For example, the predetermined number of game balls for the normal win game is one. For example, the time condition for the normal win game is met when a predetermined normal win game time has elapsed. For example, the normal win game time is 5.7 seconds.
[0076] Next, various processes executed by the secondary CPU 51 will be described. The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game while the special game is being executed. When the sub-CPU51 inputs a special variation start command, it controls the effect device group ES including the first effect display device EH1 and the second effect display device EH2 to execute the effect game. The first effect display device EH1 is an example of a variation game execution means for executing a variation game.
[0077] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special variation start command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the special variation start command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same effect symbol. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the special variation start 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 the multiple effect symbols, the effect symbols in the left and right columns are the same effect symbol, while the effect symbol in the middle column is a different effect symbol. 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 special variation start command.
[0078] The sub-CPU 51 determines specific change contents (effect contents) of the effect game based on the change pattern. As an example, the specific change contents of the effect game may include a change route. As an example, the sub-CPU 51 determines a change route based on the change pattern. As an example, the change game progresses according to the determined change route. As an example, the change game has multiple change routes. As an example, the change route is composed of one or more change parts. As an example, the change part may include a pre-reach part and a post-reach part. As an example, the change part may include a super reach part. As an example, the pre-reach part is a section (period) from the start of the effect game to the formation of a reach in the effect game. As an example, the post-reach part is a section (period) in which an NR effect is executed. As an example, the super reach part is a section (period) in which an SR effect is executed. Each effect part has multiple change modes. In other words, determining the change route may include determining the change mode in each effect pattern.
[0079] The sub-CPU51 controls the first effect display device EH1 to start the variable display of effect symbols in each symbol row based on the determined variation content (effect route). In other words, the sub-CPU51 starts the effect game. As an example, the sub-CPU51 temporarily displays the symbol combination when a predetermined timing arrives after the start of the effect game. Thereafter, the sub-CPU51, in response to the input of a variation end command, temporarily displays the symbol combination in a confirmed state. As an example, the sub-CPU51 may temporarily display the symbol combination in a confirmed state when the variation time set in the variation pattern elapses. In this case, the variation end command may be omitted. Note that if the variation end command is input before the predetermined timing arrives after the start of the effect game, the sub-CPU51, in response to the input of the variation end command, temporarily displays the symbol combination in a confirmed state without temporarily displaying it.
[0080] The production route will be explained. As shown in FIG. 4, the presentation route progresses in the order of a pre-reach part, a post-reach part, and an SR part. For example, the presentation route may consist of only a pre-reach part, a pre-reach part and a post-reach part, or a pre-reach part, a post-reach part, and an SR part. When the presentation route consists of only a pre-reach part, a reach presentation is not executed in the variation game proceeding along the presentation route. In other words, a presentation route consisting of only a pre-reach part is a presentation route that can be determined when the variation pattern does not include a reach presentation. When the presentation route consists of a pre-reach part and a post-reach part, an NR presentation is executed but an SR presentation is not executed in the variation game proceeding along the presentation route. In other words, a presentation route consisting of a pre-reach part and a post-reach part is a presentation route that can be determined when the variation pattern includes an NR presentation but does not include an SR presentation. When the presentation route consists of a pre-reach part, a post-reach part, a specific part, and an SR part, an NR presentation and an SR presentation are executed in the variation game proceeding along the presentation route. In other words, a presentation route consisting of a pre-reach part, a post-reach part, a specific part, and an SR part is a presentation route that can be determined when the variation pattern includes an NR presentation and an SR presentation.
[0081] Each performance part has one or more performance modes. As an example, the pre-reach part includes a pre-reach part in a normal mode and a pre-reach part in a specific mode. As an example, the pre-reach part in a normal mode and the pre-reach part in a specific mode have different section (period) lengths. As an example, the pre-reach part in a normal mode has a shorter section (period) than the pre-reach part in a specific mode. As an example, the post-reach part includes a post-reach part in a normal mode and a post-reach part in a specific mode. As an example, the post-reach part in a normal mode and the post-reach part in a specific mode have different section (period) lengths. As an example, the post-reach part in a normal mode and the post-reach part in a specific mode have a shorter section (period) than the post-reach part in a specific mode. As an example, the SR part includes an SR part in a normal mode and an SR part in a specific mode. As an example, the SR part in a normal mode and the SR part in a specific mode have different section (period) lengths. As an example, the SR part in the normal mode has a shorter section (period) than the SR part in the specific mode.
[0082] As an example, the direction routes may include a first direction route RT1, a second direction route RT2, a third direction route RT3, a fourth direction route RT4, a fifth direction route RT5, a sixth direction route RT6, a seventh direction route RT7, an eighth direction route RT8, a ninth direction route RT9, and a tenth direction route RT10. As an example, the direction routes may include an eleventh direction route RT11, a twelfth direction route RT12, a thirteenth direction route RT13, a fourteenth direction route RT14, a fifteenth direction route RT15, a sixteenth direction route RT16, a seventeenth direction route RT17, an eighteenth direction route RT18, a nineteenth direction route RT19, and a twentieth direction route RT20. As an example, the direction routes may include a twenty-first direction route RT21, a twenty-second direction route RT22, a twenty-third direction route RT23, a twenty-fourth direction route RT24, a twenty-fifth direction route RT25, and a twenty-sixth direction route RT26.
[0083] For example, the first presentation route RT1 and the second presentation route RT2 are presentation routes consisting only of a pre-reach part. For example, the third presentation route RT3, the fourth presentation route RT4, the fifth presentation route RT5, the sixth presentation route RT6, the seventh presentation route RT7, the eighth presentation route RT8, the ninth presentation route RT9, and the tenth presentation route RT10 are presentation routes consisting of a pre-reach part and a post-reach part. For example, the eleventh presentation route RT11, the twelfth presentation route RT12, the thirteenth presentation route RT13, the fourteenth presentation route RT14, the fifteenth presentation route RT15, the sixteenth presentation route RT16, the seventeenth presentation route RT17, and the eighteenth presentation route RT18 are presentation routes consisting of a pre-reach part, a post-reach part, and an SR part in the normal mode. As an example, the 19th effect route RT19, the 20th effect route RT20, the 21st effect route RT21, the 22nd effect route RT22, the 23rd effect route RT23, the 24th effect route RT24, the 25th effect route RT25, and the 26th effect route RT26 are effect routes consisting of a pre-reach part, a post-reach part, and an SR part in a specific mode. The 19th effect route RT19, the 20th effect route RT20, the 21st effect route RT21, the 22nd effect route RT22, the 23rd effect route RT23, the 24th effect route RT24, the 25th effect route RT25, and the 26th effect route RT26, which are composed of an SR part in a specific mode, are examples of specific effect routes. In other words, a variable game has multiple effect routes including specific effect routes.
[0084] As an example, the first presentation route RT1, the third presentation route RT3, the fifth presentation route RT5, the seventh presentation route RT7, the ninth presentation route RT9, the eleventh presentation route RT11, the thirteenth presentation route RT13, the fifteenth presentation route RT15, the seventeenth presentation route RT17, the nineteenth presentation route RT19, the twenty-first presentation route RT21, the twenty-third presentation route RT23, and the twenty-fifth presentation route RT25 are presentation routes that include a pre-reach part in the normal mode. As an example, the second presentation route RT2, the fourth presentation route RT4, the sixth presentation route RT6, the eighth presentation route RT8, the tenth presentation route RT10, the twelfth presentation route RT12, the fourteenth presentation route RT14, the sixteenth presentation route RT16, the eighteenth presentation route RT18, the twentieth presentation route RT20, the twenty-second presentation route RT22, the twenty-fourth presentation route RT24, and the twenty-sixth presentation route RT26 are presentation routes that include a pre-reach part in a specific manner.
[0085] For example, the third presentation route RT3, the fourth presentation route RT4, the seventh presentation route RT7, the eighth presentation route RT8, the eleventh presentation route RT11, the twelfth presentation route RT12, the fifteenth presentation route RT15, the sixteenth presentation route RT16, the nineteenth presentation route RT19, the twentieth presentation route RT20, the twenty-third presentation route RT23, and the twenty-fourth presentation route RT24 are presentation routes that include a post-reach part in a normal mode. For example, the fifth presentation route RT5, the sixth presentation route RT6, the ninth presentation route RT9, the tenth presentation route RT10, the thirteenth presentation route RT13, the fourteenth presentation route RT14, the seventeenth presentation route RT17, the eighteenth presentation route RT18, the twenty-first presentation route RT21, the twenty-second presentation route RT22, the twenty-fifth presentation route RT25, and the twenty-sixth presentation route RT26 are presentation routes that include a post-reach part in a specific mode.
[0086] As examples, the first presentation route RT1, the second presentation route RT2, the third presentation route RT3, the fourth presentation route RT4, the fifth presentation route RT5, the sixth presentation route RT6, the eleventh presentation route RT11, the twelfth presentation route RT12, the thirteenth presentation route RT13, the fourteenth presentation route RT14, the nineteenth presentation route RT19, the twentieth presentation route RT20, the twenty-first presentation route RT21, and the twenty-second presentation route RT22 are presentation routes that can be selected when the winning lottery is not won. As examples, the 7th presentation route RT7, the 8th presentation route RT8, the 9th presentation route RT9, the 10th presentation route RT10, the 15th presentation route RT15, the 16th presentation route RT16, the 17th presentation route RT17, the 18th presentation route RT18, the 23rd presentation route RT23, the 24th presentation route RT24, the 25th presentation route RT25, and the 26th presentation route RT26 are presentation routes that can be selected when winning the lottery.
[0087] As described above, the length of each section (period) of each performance part that makes up a performance route varies depending on the performance mode. In other words, the time it takes for a performance route to complete its progress varies depending on the combination of performance parts that make up the performance route. For this reason, performance routes are associated with variation patterns. As an example, one performance route is associated with each variation pattern. In other words, there are at least 26 variation patterns, with the first performance route RT1 to the 26th performance route RT26 each associated with a different variation pattern. One performance route may be associated with only one variation pattern, or may be associated with multiple variation patterns.
[0088] An example of the presentation during the SR part will be described. In the SR part in the normal mode, a normal SR effect is executed. As an example, the normal SR effect is a showdown effect in which an ally character and an enemy character face off against each other. As an example, the normal SR effect is a showdown effect in which an ally character and an enemy character face off against each other by boxing.
[0089] As shown in FIG. 5(a), as one example, the normal SR effect may include a display effect in which a first normal SR image NSG1 is displayed on the first effect display device EH1. As one example, the first normal SR image NSG1 may include an image that resembles an ally character. As one example, the first normal SR image NSG1 may include an image that resembles an enemy character. As one example, the first normal SR image NSG1 is an image that resembles a situation in which an ally character and an enemy character are facing off against each other. As one example, the first normal SR image NSG1 is displayed in response to the start of the normal SR effect. As one example, the first normal SR image NSG1 is displayed for a predetermined effect time.
[0090] As shown in FIG. 5(b), as an example, the normal SR effect may include a display effect in which a second normal SR image NSG2 is displayed on the first effect display device EH1. As an example, the second normal SR image NSG2 may include an image that resembles an ally character. As an example, the second normal SR image NSG2 may include an image that resembles an enemy character. As an example, the second normal SR image NSG2 is an image that resembles a situation in which an ally character attacks an enemy character. As an example, the second normal SR image NSG2 is displayed upon the end of the display of the first normal SR image NSG1. In other words, the second normal SR image NSG2 is displayed in place of the first normal SR image NSG1. As an example, the second normal SR image NSG2 is displayed for a predetermined effect time.
[0091] As shown in FIG. 5(c), as one example, the normal SR effect may include a display effect in which a third normal SR image NSG3 is displayed on the first effect display device EH1. As one example, the third normal SR image NSG3 may include an image that resembles an ally character. As one example, the third normal SR image NSG3 may include an image that resembles an enemy character. As one example, the third normal SR image NSG3 is an image that resembles a situation in which an enemy character avoids an attack by an ally character. As one example, the third normal SR image NSG3 is displayed upon the end of the display of the second normal SR image NSG2. In other words, the third normal SR image NSG3 is displayed in place of the second normal SR image NSG2. As one example, the third normal SR image NSG3 is displayed for a predetermined effect time. The third normal SR image NSG3 is an image that suggests, or is recognizable as suggesting, that the winning lottery has not been won. In other words, a normal SR effect including a display effect that displays the third normal SR image NSG3 on the first effect display device EH1 is an effect that suggests that the winning lottery has not been won, or is a recognizable effect. A normal SR effect including a display effect that displays the third normal SR image NSG3 on the first effect display device EH1 is an effect that can be executed when the winning lottery has not been won. A normal SR effect including a display effect that displays the third normal SR image NSG3 on the first effect display device EH1 is a so-called losing effect.
[0092] As shown in FIG. 5(d), as an example, the normal SR effect may include a display effect in which a fourth normal SR image NSG4 is displayed on the first effect display device EH1. As an example, the fourth normal SR image NSG4 may include an image that resembles an ally character. As an example, the fourth normal SR image NSG4 may include an image that resembles an enemy character. As an example, the fourth normal SR image NSG4 is an image that resembles a situation in which an attack by an ally character hits an enemy character. As an example, the fourth normal SR image NSG4 is displayed when the display of the second normal SR image NSG2 ends. In other words, the fourth normal SR image NSG4 is displayed in place of the second normal SR image NSG2. As an example, the fourth normal SR image NSG4 is displayed for a predetermined effect time. The fourth normal SR image NSG4 is an image that suggests or is recognizable as having won the lottery. In other words, the normal SR effect including the display effect of displaying the fourth normal SR image NSG4 on the first effect display device EH1 is an effect that suggests that the winning lottery has been won, or is recognizable. The normal SR effect including the display effect of displaying the fourth normal SR image NSG4 on the first effect display device EH1 is an effect that can be executed when the winning lottery has been won. The normal SR effect including the display effect of displaying the fourth normal SR image NSG4 on the first effect display device EH1 is what is known as a winning effect.
[0093] As shown in Fig. 6, in the SR part in a specific mode, a specific SR effect is executed. As an example, the specific SR effect is a showdown effect in which an ally character and an enemy character face off against each other. As an example, the specific SR effect is a showdown effect in which an ally character and an enemy character face off against each other by boxing. As an example, the specific SR effect is an effect in which at least one of the ally character and the enemy character is different from the normal SR effect.
[0094] For example, the SR part according to a specific embodiment can be divided into a first part, a second part, and a third part. In the following description, when simply referring to the first part, the second part, or the third part, this refers to the first part of the SR part according to a specific embodiment, the second part of the SR part according to a specific embodiment, and the third part of the SR part according to a specific embodiment, respectively.
[0095] As an example, the first part includes a first part according to the normal mode and a first part according to the specific mode. As an example, the first part according to the normal mode and the first part according to the specific mode have different section (period) lengths. As an example, the first part according to the normal mode has a shorter section (period) than the first part according to the specific mode. As an example, the second part includes a second part according to the normal mode and a second part according to the specific mode. As an example, the second part according to the normal mode and the second part according to the specific mode have different section (period) lengths. As an example, the second part according to the normal mode has a shorter section (period) than the second part according to the specific mode. As an example, the third part includes a third part according to the first mode and a third part according to the second mode. As an example, the third part according to the first mode and the third part according to the second mode have different section (period) lengths. As an example, the third part according to the first mode has a shorter section (period) than the third part according to the second mode.
[0096] As an example, in the first part, an introductory performance is performed. In the first part in the normal mode, a normal introduction performance is executed. The normal introduction performance is a performance that leads (connects) to a performance (branching performance) that is executed in the second part. As an example, the normal introduction performance may include a display performance that displays a normal introduction image NDG on the first performance display device EH1. As an example, the normal introduction image NDG is an image that simulates a situation in which an ally character is training. As an example, the normal introduction image NDG is an image that simulates a situation in which an ally character is training. As an example, the normal introduction image NDG is displayed for a predetermined first introduction performance time. The normal introduction performance is an example of a non-specific performance.
[0097] In the first part according to the specific aspect, a specific introduction effect is executed. The specific introduction effect is an effect that leads (connects) to an effect (branching effect) executed in the second part. As an example, the specific introduction effect may include a display effect that displays a specific introduction image TDG on the first effect display device EH1. As an example, the specific introduction image TDG is an image that simulates a situation in which an ally character is training. As an example, the specific introduction image TDG is an image that simulates a situation in which an ally character is training. As an example, the specific introduction image TDG is an image that simulates a situation in which an ally character is training differently from the training in the normal introduction image NDG. As an example, the specific introduction image TDG is displayed for a predetermined second introduction effect time. As an example, the second introduction effect time is a different time from the first introduction effect time. In other words, the specific introduction effect and the normal introduction effect have different effect times. As an example, the second introduction effect time is longer than the first introduction effect time. In other words, the specific introduction effect is an effect that has a longer effect time than the normal introduction effect. The specific introduction effect is an example of the specific effect. As such, the effects that can be executed in the pachinko gaming machine 10 include the specific introduction effect as a specific effect and the normal introduction effect as a non-specific effect. When the variable game proceeds along a presentation route that includes an SR part according to a specific mode, either the specific introduction effect or the normal introduction effect can be executed.
[0098] As an example, in the second part, a branching effect is executed. In the second part in the normal mode, a normal branching effect is executed. The normal branching effect is an effect that leads (connects) to the effect (result effect) executed in the third part. As an example, the normal branching effect may include a display effect that displays a branching image BG on the first effect display device EH1. As an example, the branching image BG may include an image that resembles multiple enemy characters. As an example, the branching image BG may include an image that resembles a normal enemy character and a specific enemy character. As an example, the branching image BG may include an image that resembles the effect button BT. In other words, the branching image BG may include an image that prompts the player to operate the effect button BT. As an example, in a normal branching effect, the branching image BG is displayed as a trigger for the end of the display of the normal introduction image NDG or the specific introduction image TDG. In other words, in a normal branching effect, the branching image BG is displayed as a trigger for the end of the normal introduction effect or the specific introduction effect. For this reason, it can be said that the normal branching effect is executed as a trigger for the end of the normal introduction effect or the specific introduction effect. As an example, a part or all of the period during which the display effect for displaying the branch image BG is being executed may include an operation acceptance period during which operation of the effect button BT is accepted. As an example, the branch image BG is displayed until a predetermined effect time has elapsed or the effect button BT is operated during the operation acceptance period.
[0099] As one example, the normal branching effect may include a display effect that displays a first determination image on the first effect display device EH1. As one example, the first determination image is an image that suggests or notifies that a normal enemy character from among multiple enemy characters has been determined as the opponent of the ally character. In other words, the normal branching effect may include an effect (display effect) that suggests or notifies that a normal enemy character from among multiple enemy characters has been determined as the opponent of the ally character. As one example, the first determination image is displayed when the display of the branching image BG ends. In other words, the first determination image is displayed in place of the branching image BG. As one example, the first determination image is displayed for a predetermined effect time.
[0100] As an example, the normal branch effect may include a display effect in which a normal branch image NBG is displayed on the first effect display device EH1. As an example, the normal branch image NBG may include an image that resembles an ally character. As an example, the normal branch image NBG may include an image that resembles a normal enemy character. As an example, the normal branch image NBG is an image that resembles a situation in which an ally character attacks a normal enemy character. As an example, the normal branch image NBG is displayed in response to the end of the display of the first decision image. In other words, the normal branch image NBG is displayed in place of the first decision image. As an example, the normal branch image NBG is displayed for a predetermined effect time. As an example, the normal branch effect ends in response to the end of the display of the normal branch image NBG. In other words, the normal branch effect may end with the end of the display of the normal branch image NBG.
[0101] In the second part according to a specific mode, a specific branch effect is executed. The specific branch effect is an effect that leads (connects) to an effect (result effect) executed in the third part. As an example, the specific branch effect may include a display effect that displays a branch image BG on the first effect display device EH1. In other words, part of the specific branch effect is the same as part of the normal branch effect. As an example, in the specific branch effect, the branch image BG is displayed as a trigger for the end of the display of the normal introduction image NDG or the specific introduction image TDG. In other words, in the specific branch effect, the branch image BG is displayed as a trigger for the end of the normal introduction effect or the specific introduction effect. For this reason, it can be said that the specific branch effect is executed as a trigger for the end of the normal introduction effect or the specific introduction effect. A display effect that displays a branch image BG is an example of a special effect. When the variable game progresses along a presentation route including an SR part according to a specific mode, the special effect is an effect that is executed regardless of the presentation mode of the first part, second part, and third part.
[0102] As one example, the specific branch effect may include a display effect that displays a second determination image on the first effect display device EH1. As one example, the second determination image is an image that suggests or notifies that a specific enemy character from among multiple enemy characters has been determined as the opponent of the ally character. In other words, the specific branch effect may include an effect (display effect) that suggests or notifies that a specific enemy character from among multiple enemy characters has been determined as the opponent of the ally character. In the specific branch effect, the enemy character that is suggested or notified as the opponent of the ally character is different from the normal branch effect. As one example, the second determination image is displayed when the display of the branch image BG ends. In other words, the second determination image is displayed in place of the branch image BG. As one example, the second determination image is displayed for a predetermined effect time.
[0103] As an example, the specific branch effect may include a display effect that displays a specific branch image TBG on the first effect display device EH1. As an example, the specific branch image TBG may include an image that resembles an ally character. As an example, the specific branch image TBG may include an image that resembles a specific enemy character. As an example, the specific branch image TBG is an image that resembles a situation in which an ally character attacks a specific enemy character. As an example, the specific branch image TBG is displayed in response to the end of the display of the second decision image. In other words, the specific branch image TBG is displayed in place of the second decision image. As an example, the specific branch image TBG is displayed for a predetermined effect time. As an example, the specific branch effect ends in response to the end of the display of the specific branch image TBG. In other words, the specific branch effect may end with the end of the display of the specific branch image TBG. As an example, the effect time differs between the specific branch effect and the normal branch effect. As an example, the specific branch effect is an effect with a longer effect time than the normal branch effect.
[0104] As an example, in the third part, a result presentation is performed. In the third part according to the first mode, the first result effect is executed. The first result effect is an effect that suggests or is recognizable as not having won the winning lottery. The first result effect is an effect that can be executed when the winning lottery has not been won. The first result effect is a so-called loss effect. In other words, the third part according to the first mode can be said to be the third part according to the loss mode.
[0105] As one example, the first result effect may include a display effect in which a failure result image HKG is displayed on the first effect display device EH1. As one example, the failure result image HKG may include an image that resembles an ally character. As one example, the failure result image HKG is an image that resembles a situation in which an ally character is attacked by an enemy character and falls. As one example, the failure result image HKG is displayed as a trigger for the end of the display of the normal branch image NBG or the specific branch image TBG. In other words, the failure result image HKG is displayed as a trigger for the end of the normal branch effect or the specific branch effect. For this reason, it can be said that the first result effect is executed as a trigger for the end of the normal branch effect or the specific branch effect. As one example, the failure result image HKG is displayed for a predetermined effect time. As one example, the first result effect ends as a trigger for the end of the display of the failure result image HKG. In other words, the first result effect may end with the end of the display of the failure result image HKG.
[0106] In the third part according to the second mode, a second result effect is executed. The second result effect is an effect that suggests or is recognizable as having won the winning lottery. The second result effect is an effect that can be executed when the winning lottery is won. The second result effect is a so-called winning effect. In other words, the third part according to the second mode can be said to be the third part according to the winning mode.
[0107] As one example, the second result effect may include a display effect that displays a winning result image AKG on the first effect display device EH1. As one example, the winning result image AKG may include an image that resembles an ally character. As one example, the winning result image AKG is an image that resembles a situation in which an attack by an ally character hits an enemy character. As one example, the winning result image AKG is displayed as a trigger for the end of the display of the normal branch image NBG or the specific branch image TBG. In other words, the winning result image AKG is displayed as a trigger for the end of the normal branch effect or the specific branch effect. Therefore, it can be said that the second result effect is executed as a trigger for the end of the normal branch effect or the specific branch effect. As one example, the winning result image AKG is displayed for a predetermined effect time. As one example, the second result effect ends as a trigger for the end of the display of the winning result image AKG. In other words, the second result effect may end with the end of the display of the winning result image AKG. For example, the second result effect and the first result effect have different durations, and for example, the second result effect has a longer duration than the first result effect.
[0108] Next, the predetermined effects will be described. As an example, the predetermined effect is an effect that can be executed in the SR part in a specific manner. As an example, the predetermined effect is an effect that can be executed across the first part and the second part. The predetermined effect is an effect that can be executed regardless of the performance manner of each of the above effects in the first part and the second part. As an example, the predetermined effect is a mini-game effect. As an example, the predetermined effect is a mini-game effect in which an ally character explores a specified field.
[0109] As shown in FIG. 7, the predetermined effect may include a display effect that displays a mini-game image MG on the second effect display device EH2. As an example, the mini-game image MG may include an image that resembles an ally character. As an example, the mini-game image MG may include an image that resembles a predetermined field. As an example, the mini-game image MG is an image of an ally character exploring a predetermined field. As an example, the mini-game image MG may include an image that suggests or is recognizable as the timing when an ally character will obtain a bonus (treasure chest). As an example, the mini-game image MG may include a bonus image in which an ally character obtains a bonus (treasure chest). As an example, the bonus image is an image that is recognizable as having different degrees of expectation depending on its type. As an example, the degree of expectation that can be recognized by the bonus image (predetermined effect) is the degree of expectation that the variable game currently being played will be a winning variable game. In addition, the expectation level that can be recognized by the bonus image (predetermined effect) may be the expectation level that includes a winning variable game in the pending variable game, or may be the expectation level that is controlled to a favorable gaming state after the end of the variable game that is currently being played or the end of the pending variable game (after the end of the winning game).
[0110] Next, the effect customization function provided in the pachinko gaming machine 10 will be described. The customization function is a function that enables customization of effects. The pachinko gaming machine 10 is provided with the customization function, so that the effects can be customized.
[0111] As shown in FIG. 8, when the effect button BT is operated while the device is in a standby state, the first effect display device EH1 executes a customized effect. As an example, the customized effect may include an item image GK. As an example, the item image GK is an image related to a customizable effect. As an example, the customized effect may include multiple item images GK. As an example, the item image GK includes a normal item image GK that allows the user to recognize that the effect customization function is not operating. As an example, the normal item image GK is an image that resembles the text "normal effect mode." As an example, the item image GK includes a specific item image GK that allows the user to recognize that the specific introduction effect customization function is operating. As an example, the specific item image GK includes a first specific item image GK and a second specific item image GK. As an example, the first specific item image GK is an image that allows the user to recognize that the first customization function of the specific introduction effect is operating. For example, the first specific item image GK is an image that allows a player to recognize that the activation of the first customization function for the specific introduction effect increases the probability of the specific introduction effect being executed compared to when the customization function for the specific introduction effect is not activated. For example, the first specific item image GK is an image that resembles the text "First specific effect mode" and the text "Increased appearance rate of specific introduction effect." For example, the second specific item image GK is an image that allows a player to recognize that the second customization function for the specific introduction effect is activated. For example, the second specific item image GK is an image that allows a player to recognize that the activation of the second customization function for the specific introduction effect increases the likelihood of the specific introduction effect being executed compared to when the customization function for the specific introduction effect is not activated. For example, the second specific item image GK is an image that resembles the text "Second specific effect mode" and the text "Increased reliability of specific introduction effect." For example, the item image GK is displayed so that the current operating status of the customization function can be recognized. As an example, in the customization effect, an item image GK (shown as "GK1" in the figure) showing the current operating status of the customization function is displayed in priority over other item images GK. As an example, the item image GK showing the current operating status of the customization function is displayed in a layer with a higher priority than other item images GK.As an example, the item image GK showing the current operating status of the customization function is displayed in a position that is easier for the player to see than the other item images GK. As an example, the item image GK showing the current operating status of the customization function is displayed in a position closer to the center of the display area R1 of the first effect display device EH1 than the other item images GK.
[0112] As an example, when the effect button BT is operated while a customization effect is being executed, the operating status of the customization function can be switched. As an example, when the customization function for the specific introduction effect is not activated, that is, when the normal item image GK is displayed as the item image GK1 indicating the current operating status of the customization function, operating the effect button BT displays the first specific item image GK as the item image GK1, which allows the user to recognize that the first customization function for the specific introduction effect is activated. As an example, when the first customization function for the specific introduction effect is activated, that is, when the first specific item image GK is displayed as the item image GK1, operating the effect button BT displays the second specific item image GK as the item image GK1, which allows the user to recognize that the second customization function for the specific introduction effect is activated. As an example, when the second customization function for the specific introduction effect is activated, that is, when the second specific item image GK is displayed as the item image GK1, operating the effect button BT displays the normal item image GK as the item image GK1, which allows the user to recognize that the customization function for the specific introduction effect is not activated. The customization effect ends when a predetermined duration has elapsed since the last time the effect button BT was operated. In other words, if the effect button BT is not operated again after the customization effect has started, the customization effect ends when the duration has elapsed without changing the operating status of the customization function.
[0113] As shown in FIG. 9, when the customization effect ends, if the customization function is operating, an operation effect is executed that allows the user to recognize the operating status of the customization function. As an example, the operation effect may include a display effect that displays an operation image SG that allows the user to recognize the operating status of the customization function. As an example, the operation effect is an effect that allows the user to recognize that the probability of a specific introduction effect being executed changes depending on the operating status of the customization function, or that the probability of a specific introduction effect being executed has changed. As an example, the operation image SG is an image that resembles the text string "Increased appearance rate of specific introduction effect" or the text string "Increased reliability of specific introduction effect."
[0114] As an example, when the second customization function of the specific introduction effect is activated, the pachinko gaming machine 10 can execute a notification that allows a player to recognize that the second customization function may have been activated, if the second customization function may have been activated. As an example, when the effect button BT is operated in the first part of the pachinko gaming machine 10, if the second customization function may have been activated, a vibration notification can be executed by the vibration motor SM. Here, a situation in which the customization function may have been activated is a situation in which, when the effect mode is determined based on the same random number both when the customization function is activated and when the customization function is not activated, the value of the random number becomes a specific value. As an example, the specific value is a value that determines the specific mode when the customization function is activated, and a value that determines the normal mode when the customization function is not activated. As an example, the specific value is a value that determines the normal mode when the customization function is activated, and a value that determines the specific mode when the customization function is not activated.
[0115] In addition, when the rendering mode is determined based on different random numbers when the customization function is activated and when the customization function is not activated, if the upper limit values of the random numbers are the same, it is preferable to consider them to be the same random numbers. On the other hand, when the rendering mode is determined based on different random numbers when the customization function is activated and when the upper limit values of the random numbers are different, it is preferable to consider a situation in which the value of the random number becomes a specific value when the upper limit values of the random numbers are considered to be the same, it is preferable to consider a situation in which the customization function may have been effective. As an example, we will explain a case in which the rendering mode is determined based on a random number (1 to 100) with an upper limit of 100 when the customization function is activated, and based on a random number (1 to 200) with an upper limit of 200 when the customization function is not activated. In this case, the specific value is a value that determines the specific mode when the customization function is activated, and a value that, when doubled, determines the normal mode when the customization function is not activated. That is, assuming that the configuration is such that when the customization function is activated, the specific mode is determined when the value of the corresponding random number is greater than 90, and when the customization function is not activated, the specific mode is determined when the value of the corresponding random number is greater than 150, the specific value is 76 to 90 (151 to 180). Also, in the above case, the specific value may be a value that determines the normal mode when the customization function is activated, and a value that determines the normal mode when doubled when the customization function is not activated. That is, assuming that the configuration is such that when the customization function is activated, the normal mode is determined when the value of the corresponding random number is less than 50, and when the customization function is not activated, the normal mode is determined when the value of the corresponding random number is less than 20, the specific value is 10 to 50 (20 to 100).
[0116] Next, the control executed by the secondary CPU 51 will be described. First, the control for changing the operating status of the customization function will be described. When the sub-CPU 51 receives an operation signal for the effect button BT in the standby state, it determines that the effect button BT has been operated, and controls the effect device group ES to execute a customized effect. At this time, the sub-CPU 51 controls the effect device group ES to execute a customized effect according to the operating status of the customization function of the specific introduction effect. As an example, the sub-CPU 51 identifies the customization result based on information (hereinafter referred to as the customization result) that can identify the operating status of the customization function of the specific introduction effect. As an example, the customization result is stored in the sub-RAM 53. The sub-RAM 53 is an example of a storage means that stores the customization result that can identify the customization result (the operating status of the customization function).
[0117] During execution of a customized effect, if the sub-CPU 51 receives an operation signal for the effect button BT, it determines that the effect button BT has been operated and changes the customization result. As an example, when the effect button BT is operated when the customization function is not activated, the sub-CPU 51 updates the customization result so that it is possible to identify that the first customization function is activated. As an example, when the effect button BT is operated when the first customization function is activated, the sub-CPU 51 updates the customization result so that it is possible to identify that the second customization function is activated. As an example, when the effect button BT is operated when the second customization function is activated, the sub-CPU 51 updates the customization result so that it is possible to identify that the customization function is not activated. As an example, during execution of a customized effect, the sub-CPU 51 controls the effect device group ES to end the customized effect when a predetermined effect time has elapsed since the effect button BT was last operated. As an example, when ending the customized effect, the sub-CPU 51 controls the effect device group ES to execute the operating information according to the customization result at that time. A customization result that is possible to identify that the second customization function is activated is an example of a specific customization result.
[0118] The control for determining the performance route will now be described. For example, when the secondary CPU 51 inputs a special fluctuation start command, it determines a presentation route based on a fluctuation pattern identified from the fluctuation command. That is, the secondary CPU 51 determines one presentation route corresponding to the identified fluctuation pattern as the presentation route of a newly started fluctuation game.
[0119] As an example, when the sub-CPU 51 determines a presentation route including an SP part in a specific mode as the current presentation route based on the identified variation pattern, it determines the presentation mode in the SP part in the specific mode.
[0120] 10, the sub-CPU 51 determines the presentation mode in the SP part according to a specific mode at different determination ratios depending on the operation status of the customization function of the specific introduction presentation. More specifically, the sub-CPU 51 determines the presentation mode of the first part at different determination ratios depending on the operation status of the customization function of the specific introduction presentation.
[0121] As an example, when the first customization function for the specific introduction effect is activated, the sub-CPU 51 determines the presentation mode of the first part so that it is easier to decide to execute the first part in a specific mode than when the customization function for the specific introduction effect is not activated. In other words, when the first customization function is activated, the probability of executing the specific introduction effect is higher than when the customization function is not activated. As an example, when the second customization function for the specific introduction effect is activated, the sub-CPU 51 determines the presentation mode of the first part so that the proportion of winnings in deciding to execute the first part in a specific mode is higher than when the customization function for the specific introduction effect is not activated. In other words, when the second customization function is activated (when the customization result is a specific result), it is more advantageous to execute the specific introduction effect than to execute the normal introduction effect.
[0122] As an example, when the customization function for the specific introduction effect is not activated, the sub-CPU 51 determines to execute the first part in the normal mode at a rate of 20 / 100 regardless of the result of the winning lottery. In other words, when the customization function for the specific introduction effect is not activated, the sub-CPU 51 determines to execute the first part in the specific mode at a rate of 80 / 100 regardless of the result of the winning lottery. As another example, when the first customization function for the specific introduction effect is activated, the sub-CPU 51 determines to execute the first part in the normal mode at a rate of 10 / 100 regardless of the result of the winning lottery. In other words, when the first customization function for the specific introduction effect is activated, the sub-CPU 51 determines to execute the first part in the specific mode at a rate of 90 / 100 regardless of the result of the winning lottery. As another example, when the second customization function for the specific introduction effect is activated, the sub-CPU 51 determines to execute the first part in the normal mode at a rate of 80 / 100 unless the winning lottery is won. In other words, when the second customization function for the specific introduction effect is activated, if the winning lottery is not won, the sub-CPU 51 decides to execute the first part in the specific mode at a rate of 20 / 100. On the other hand, when the second customization function for the specific introduction effect is activated, if the winning lottery is won, the sub-CPU 51 decides to execute the first part in the normal mode at a rate of 5 / 100. In other words, when the second customization function for the specific introduction effect is activated, if the winning lottery is won, the sub-CPU 51 decides to execute the first part in the specific mode at a rate of 95 / 100.
[0123] As an example, the sub-CPU 51 determines the presentation mode of the first part, and then determines the presentation mode of the second part. As an example, the sub-CPU 51 determines the presentation mode of the second part based on the presentation mode of the first part. As an example, the sub-CPU 51 is more likely to determine the second part in a specific mode when the presentation mode of the first part is a specific mode than when it is a normal mode. As an example, when the sub-CPU 51 determines the execution of the second part in a specific mode, it determines the presentation mode of the second part so that the expectation is higher than when the sub-CPU 51 determines the execution of the second part in a normal mode. In other words, the presentation mode of the second part is determined based on the presentation mode of the first part and the result of the winning lottery. For this reason, it can be said that the presentation mode of the second part is affected by the customization results.
[0124] As an example, the sub-CPU 51 determines the presentation mode of the second part, and then determines the presentation mode of the third part. As an example, if the variable game is a loss, the sub-CPU 51 determines to execute the third part in the loss mode. As an example, if the variable game is a win, the sub-CPU 51 determines to execute the third part in the win mode.
[0125] As an example, after determining the presentation modes of the first to third parts, the sub-CPU 51 determines the execution mode of the predetermined presentation. As an example, there are multiple types of predetermined presentations with different presentation modes. The sub-CPU 51 determines the execution mode of the predetermined presentation based on the result of a winning lottery. As an example, the execution mode of the predetermined presentation is not affected by the customization result. In other words, the predetermined presentation is an presentation that can be executed regardless of the customization result. Furthermore, when it is determined that the first part will be executed in a specific mode, the sub-CPU 51 determines whether or not to allow the vibration notification by the vibration motor SM to be executed based on whether or not the situation is one in which the second customization function may have been effective.
[0126] In this way, when a variable game is executed in a presentation route including an SR part in a specific mode, the execution rate of the specific introduction presentation and the normal introduction presentation changes depending on the operation status of the customization function. In other words, the execution probability of the specific introduction presentation and the normal introduction presentation changes depending on the customization result.
[0127] Next, the control for progressing the variable game will be described. When the sub-CPU 51 determines the presentation route, it progresses the variable game based on the presentation route. First, the sub-CPU 51 controls the presentation device group ES to execute a presentation in the pre-reach part. As an example, when the first presentation route RT1, the third presentation route RT3, the fifth presentation route RT5, the seventh presentation route RT7, the ninth presentation route RT9, the eleventh presentation route RT11, the thirteenth presentation route RT13, the fifteenth presentation route RT15, the seventeenth presentation route RT17, the nineteenth presentation route RT19, the twenty-first presentation route RT21, the twenty-third presentation route RT23, or the twenty-fifth presentation route RT25 is determined as the presentation route, the sub-CPU 51 controls the presentation device group ES to execute a presentation in the pre-reach part in the normal mode. As an example, when the second presentation route RT2, the fourth presentation route RT4, the sixth presentation route RT6, the eighth presentation route RT8, the tenth presentation route RT10, the twelfth presentation route RT12, the fourteenth presentation route RT14, the sixteenth presentation route RT16, the eighteenth presentation route RT18, the twentieth presentation route RT20, the twenty-second presentation route RT22, the twenty-fourth presentation route RT24, or the twenty-sixth presentation route RT26 is determined as the presentation route, the sub-CPU 51 controls the presentation device group ES to execute the presentation in the pre-reach part in a specific manner.
[0128] When the pre-reach part ends, the sub-CPU51 determines whether the variation game has ended. As an example, the sub-CPU51 determines that the variation game has ended when a presentation route consisting only of the pre-reach part has been determined, and controls the presentation device group ES to end the variation game. As an example, the sub-CPU51 determines that a presentation route consisting only of the pre-reach part has been determined when the first presentation route RT1 or the second presentation route RT2 has been determined as the presentation route.
[0129] As an example, when the variable game has not ended, the sub-CPU 51 controls the group of effect devices ES to execute an effect in a part after the reach. As an example, when the third effect route RT3, the fourth effect route RT4, the seventh effect route RT7, the eighth effect route RT8, the eleventh effect route RT11, the twelfth effect route RT12, the fifteenth effect route RT15, the sixteenth effect route RT16, the nineteenth effect route RT19, the twentieth effect route RT20, the twenty-third effect route RT23, or the twenty-fourth effect route RT24 has been determined as the effect route, the sub-CPU 51 controls the group of effect devices ES to execute an effect in a part after the reach in a normal mode. As an example, when the fifth presentation route RT5, the sixth presentation route RT6, the ninth presentation route RT9, the tenth presentation route RT10, the thirteenth presentation route RT13, the fourteenth presentation route RT14, the seventeenth presentation route RT17, the eighteenth presentation route RT18, the twenty-first presentation route RT21, the twenty-second presentation route RT22, the twenty-fifth presentation route RT25, or the twenty-sixth presentation route RT26 is determined as the presentation route, the sub-CPU51 controls the presentation device group ES to execute a presentation in the post-reach part in a specific manner.
[0130] When the reach-before-reach part ends, the sub-CPU51 determines whether the variation game has ended. As an example, the sub-CPU51 determines that the variation game has ended when a presentation route consisting of a reach-before-reach part and a reach-before-reach part has been determined, and controls the presentation device group ES to end the variation game. As an example, the sub-CPU51 determines that a presentation route consisting of a reach-before-reach part and a reach-before-reach part has been determined when the third presentation route RT3, the fourth presentation route RT4, the fifth presentation route RT5, the sixth presentation route RT6, the seventh presentation route RT7, the eighth presentation route RT8, the ninth presentation route RT9, or the tenth presentation route RT10 has been determined as the presentation route.
[0131] As one example, if the variation game has not ended, the sub-CPU 51 controls the variation device group ES to execute a variation in the SR part. As one example, if the eleventh variation route RT11, the twelfth variation route RT12, the thirteenth variation route RT13, the fourteenth variation route RT14, the fifteenth variation route RT15, the sixteenth variation route RT16, the seventeenth variation route RT17, or the eighteenth variation route RT18 has been determined as the variation route, the sub-CPU 51 controls the variation device group ES to execute a variation in the SR part in the normal mode. As one example, when the SR part in the normal mode ends, the sub-CPU 51 determines that the variation game has ended, and controls the variation device group ES to end the variation game.
[0132] As an example, when the nineteenth performance route RT19, the twentieth performance route RT20, the twenty-first performance route RT21, the twenty-second performance route RT22, the twenty-third performance route RT23, the twenty-fourth performance route RT24, the twenty-fifth performance route RT25, or the twenty-sixth performance route RT26 is determined as the performance route, the sub-CPU 51 controls the performance device group ES to execute a performance in the SR part in a specific manner. As an example, the sub-CPU 51 controls the performance device group ES to execute a performance in the first part in the determined performance manner. As an example, the sub-CPU 51 controls the performance device group ES to execute a predetermined performance. Thereafter, when the first part ends, the sub-CPU 51 controls the performance device group ES to execute a performance in the second part in the determined performance manner, and when the second part ends, the sub-CPU 51 controls the performance device group ES to execute a performance in the third part in the determined manner. As an example, when the second part ends, the sub-CPU 51 controls the performance device group ES to end the predetermined performance. Thereafter, when the third part ends, the sub-CPU 51 measures a predetermined waiting time, determines that the variable game has ended upon the lapse of the predetermined waiting time, and controls the effect device group ES to end the variable game. As described above, the first and second parts have different lengths depending on the effect mode. On the other hand, the effect route is a common effect route (a effect route including an SR part according to a specific mode). In other words, the variable time does not change depending on the effect mode of the first and second parts. Therefore, the length of the SR part according to the specific mode is determined based on the length when the effect modes of the first and second parts are both in the specific mode. As a result, when the third part ends, the remaining variable time differs depending on the effect mode of the first and second parts, so the variable game is configured to end after the predetermined waiting time based on the effect mode of the first and second parts has elapsed.
[0133] An example of the progression of the presentation route when the presentation route is a presentation route including an SR part in a specific mode will be described below. As described above, when the presentation route is a presentation route including an SR part in a specific mode, when the post-reach part ends, the first part in the SR part in a specific mode is executed.
[0134] FIG. 11(a) shows a situation in which the first part of a specific mode is being executed. At this time, the second customization function for the specific introduction effect is activated. When the second customization function for the specific introduction effect is activated, the player can recognize that the execution probability of the specific introduction effect changes depending on the effect currently being activated. Also, assume that the second customization function for the specific introduction effect may have been activated. During execution of the first part of a specific mode, the specific introduction effect is executed on the first effect display device EH1. Here, assume that the effect button BT is operated during execution of the specific introduction effect. The sub-CPU 51 determines whether or not to execute a vibration alert in response to the input of an operation signal for the effect button BT during execution of the specific introduction effect. If execution of a vibration alert is permitted, the sub-CPU 51 executes the vibration alert. That is, the sub-CPU 51 controls the vibration motor SM to generate vibration. At this time, the player who operated the effect button BT can recognize from the effect button BT that the vibration motor SM has generated vibration. This allows the player to recognize that the second customization function may have been activated.
[0135] In this embodiment, when the second customization function is activated, if the winning lottery results in a loss, the first part in the specific mode is less likely to be executed than when the second customization function is not activated. If the winning lottery results in a win, the first part in the specific mode is more likely to be executed than when the second customization function is not activated. Therefore, the first part in the specific mode is executed when the winning lottery results in a win due to the second customization function being effective. In other words, the player can recognize that the winning lottery results in a win through the vibration notification. Furthermore, since the SR part in the specific mode is being executed on the second effect display device EH2, a predetermined effect is being executed.
[0136] As shown in FIG. 11(b), assume that the second part begins as the first part in a specific mode ends. When the second part begins, the first effect display device EH1 executes a display effect that displays a branching image BG, regardless of whether the second part being executed is in the normal mode or the specific mode. In other words, while this display effect is being executed, the second part in the normal mode and the second part in the specific mode can be said to be progressing along a common effect route. As described above, the effect mode of the second part is affected by the customization result. For this reason, it can be said that the special effect (the display effect that displays the branching image BG) is an effect that can be executed regardless of the customization result when the variable game progresses along a specific effect route.
[0137] After that, when the presentation time for the display presentation displaying the branching image BG has elapsed, a presentation corresponding to the presentation mode of the second part currently being executed is executed. In other words, during the special presentation (the display presentation displaying the branching image BG), the second part in the normal mode and the second part in the specific mode proceeded along a common presentation route, but when the special presentation ended, they branched into multiple presentation routes. Here, it is assumed that the second part in the specific mode was being executed. In other words, it is assumed that the first presentation display device EH1 displayed the second determination image instead of the branching image BG. This allows the player to recognize that the second part currently being executed was the second part in the specific mode. After that, when the presentation time for the display presentation displaying the second determination image has elapsed, the display presentation displaying the second determination image ends. On the second presentation display device EH2, the predetermined presentation continues to be executed even after the first part has ended and the second part has begun. Thereafter, the predetermined presentation continues to be executed even during the execution of the display presentation displaying the second determination image.
[0138] In this way, when the variable game progresses along a specific presentation route, it branches into multiple presentation routes after the special presentation (display presentation that displays a branching image BG) ends. When the game branches into multiple presentation routes after the special presentation ends, the determination ratio of the presentation route that branches, that is, whether it is the second part in the normal mode or the second part in the specific mode, changes depending on the customization result. Furthermore, the predetermined presentation is a presentation that can be executed across the time of branching, regardless of the type of presentation route after branching.
[0139] As shown in Figure 11(c), when the display performance displaying the second decision image ends, the specific branch image TBG is displayed on the first performance display device EH1. After that, when the performance time for the display performance displaying the specific branch image TBG has elapsed, the second part ends. On the second performance display device EH2, the predetermined performance continues to be executed even while the display performance displaying the specific branch image TBG is being executed. Then, when the display performance displaying the specific branch image TBG ends and the second part ends, the predetermined performance ends.
[0140] As shown in FIG. 11(d), when the second part ends, the third part is executed. Here, it is assumed that the third part is executed in accordance with the winning mode. By executing the third part in accordance with the winning mode, the first effect display device EH1 executes the second result effect regardless of the effect mode of the second part. This allows the player to recognize that they have won the lottery.
[0141] FIG. 12(a) shows a situation in which the first part of the game is being executed in the normal mode. At this time, the second customization function for the specific introduction effect is activated. When the second customization function for the specific introduction effect is activated, the player can recognize that the probability of the specific introduction effect being executed changes depending on the effect being activated. Also, assume that the second customization function for the specific introduction effect may have been activated. While the first part of the game is being executed in the normal mode, the first effect display device EH1 executes the normal introduction effect. Here, assume that the effect button BT is operated during the execution of the normal introduction effect. Although the effect button BT is operated during the first part, the first part being executed is the first part of the game in the normal mode, so no vibration notification is issued. As described above, when the second customization function is activated, if the winning lottery results in a loss, the first part of the game in the specific mode is more unlikely to be executed than when the second customization function is not activated. In other words, the execution of the first part of the game in the normal mode due to the second customization function being activated is when the winning lottery results in a loss. Therefore, when the first part in the normal mode is executed, by not notifying the player that the customization function may have been effective, it is possible to prevent the player from realizing that the result of the winning lottery was a loss. Also, in the second effect display device EH2, the SR part in the specific mode is being executed, so a predetermined effect is being executed. At this time, it is assumed that a predetermined effect with a relatively high expectation is being executed. In this case, although the first part in the normal mode is being executed in the first effect display device EH1, the player will expect a win because a predetermined effect with a relatively high expectation is being executed in the second effect display device EH2.
[0142] As shown in FIG. 12(b), assume that the second part begins as the first part in the normal mode ends. When the second part begins, the first effect display device EH1 executes a display effect displaying a branching image BG, regardless of whether the currently executing second part is in the normal mode or the specific mode. After that, when the time for the display effect displaying the branching image BG has elapsed, an effect corresponding to the currently executing second part is executed. At this time, the second effect display device EH2 is executing a predetermined effect with a relatively high expectation, so the player hopes that the currently executing second part in the specific mode is being executed. Here, assume that the second part in the specific mode is being executed. In other words, assume that the first effect display device EH1 displays a second determination image instead of the branching image BG. This allows the player to recognize that the currently executing second part is the second part in the specific mode. In other words, the player hopes for a further win. After that, when the time for the display effect displaying the second determination image has elapsed, the display effect displaying the second determination image ends. In the second effect display device EH2, the predetermined effect continues to be executed even after the first part ends and the second part starts, and thereafter, the predetermined effect continues to be executed even during the execution of the display effect that displays the second determination image.
[0143] As shown in Figure 12(c), when the display performance displaying the second decision image ends, the specific branch image TBG is displayed on the first performance display device EH1. After that, when the performance time for the display performance displaying the specific branch image TBG has elapsed, the second part ends. On the second performance display device EH2, the predetermined performance continues to be executed even while the display performance displaying the specific branch image TBG is being executed. Then, when the display performance displaying the specific branch image TBG ends and the second part ends, the predetermined performance ends.
[0144] As shown in FIG. 12(d), when the second part ends, the third part is executed. At this time, the predetermined effect has ended on the second effect display device EH2. Therefore, the player is likely to pay attention to the effect on the first effect display device EH1 while the third part is being executed. Here, it is assumed that the third part is executed due to a winning condition. By executing the third part due to a winning condition, the first effect display device EH1 executes the second result effect regardless of the execution condition of the second part. This allows the player to recognize that they have won the lottery.
[0145] In this way, when the customization result is a specific result and it is decided that a specific introduction performance will be performed, in a situation where if the customization result had been a non-specific result different from the specific result, it would have been decided that a normal introduction performance would be performed, it is announced that the customization result is a specific result. On the other hand, when the customization result is a specific result and it is decided that a normal introduction performance will be performed, it is not announced that the customization result is a specific result, even in a situation where if the customization result had been a non-specific result different from the specific result, it would have been decided that a specific introduction performance would be performed.
[0146] The effects of this embodiment will be described. (1) In this embodiment, in the SR part in a specific mode, the ratio of the execution of the normal introduction effect to the execution of the specific introduction effect in the first part can be customized. This allows the player to enjoy the effects in the SR part in a specific mode by selecting the execution ratio of their choice. As a result, the interest can be increased.
[0147] (2) In this embodiment, while the customization function is in operation, an in-operation effect is executed. As a result, while the customization function is in operation, the probability of execution of the specific introduction effect changes, or the in-operation effect that allows the player to recognize that the probability of execution of the specific introduction effect has changed makes it easier for the player to recognize that the specific introduction effect and the normal introduction effect have been customized.
[0148] (3) According to this embodiment, when the customization result is a specific result, it is more advantageous to execute a specific introduction performance than to execute a normal introduction performance. Therefore, it is possible to provide the enjoyment of customizing the customization result to be a specific result, or of executing a specific introduction performance when the customization result is a specific result.
[0149] (4) The specific introduction effect and the normal introduction effect have different presentation times. This allows the specific introduction effect and the normal introduction effect, which have different presentation times, to be executed in the same first part, thereby preventing the control of the execution of the variable game from becoming complicated.
[0150] (5) Because the execution ratio of the special introduction effect and the normal introduction effect changes depending on the customization result, when a notification is given that the effect to be executed has changed depending on the customization result, the expectation of receiving a bonus may change compared to a situation where the notification is not executed. Here, when the customization function is activated and a notification is given that the normal introduction effect will be executed, it becomes possible to recognize that a bonus will not be awarded. Therefore, by not executing such a notification, it is possible to prevent a decrease in the player's interest.
[0151] (6) The effects include special effects that can be executed in the SR part of the variable game in a specific mode regardless of the customization results. In the SR part in a specific mode, the game branches into multiple effect routes after the special effects have ended. This allows the gamer to enjoy the execution of the special effects regardless of the customization results, since the game branches into multiple effect routes after the special effects have ended. Furthermore, the game branches into multiple effect routes after the special effects have ended, allowing the gamer to enjoy the fun of choosing which effect route to branch to.
[0152] (7) The types of branching presentation routes remain the same regardless of the customization results, which prevents the progression of presentation routes from becoming too complicated, thereby preventing players from becoming confused. On the other hand, the decision ratio of branching presentation routes changes depending on the customization, allowing players to select the decision ratio of their choice, allowing players to enjoy the presentation of a specific presentation route.
[0153] (8) Furthermore, since the predetermined effects are executed across both before and after the branch, the predetermined effects can be enjoyed regardless of the outcome of the branch. 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.
[0154] In the second embodiment, the predetermined effects may be changed arbitrarily. For example, at least one of the content of the predetermined effects and the selection rate of the predetermined effects may be different between a normal game when the transition condition is not met triggered by the execution of a normal game and a special game (second special game) when the transition condition is not met triggered by the execution of a special game (second special game). For example, at least one of the content of the predetermined effects and the selection rate of the predetermined effects in the first variable game (normal game or special game) after the high ball entry rate state ends may be the same between a normal game when the transition condition is met triggered by the execution of a normal game and a special game (second special game). In the second embodiment, the selection rate of the predetermined effects is the same in both situations, but the content of the predetermined effects is different. However, this is not a limitation. For example, the content of the predetermined effect may be different in the first situation (either when the transition condition is not met or after the high ball score state has ended), while the content of the predetermined effect may be the same in the second situation (the other situation when the transition condition is not met or after the high ball score state has ended). Also, for example, the selection rate of the predetermined effect may be different in the first situation (either when the transition condition is not met or after the high ball score state has ended), while the selection rate of the predetermined effect may be the same in the second situation (the other situation when the transition condition is not met or after the high ball score state has ended).
[0155] Also, for example, a predetermined effect different from the above-mentioned predetermined effect may be executed. The different predetermined effect may be executed in the same variable game as the above-mentioned predetermined effect. In other words, one or more types of predetermined effects may be executed in one variable game.
[0156] In the above embodiment, a specific introduction effect is used as an example of a specific effect, but this is not limited to this. The specific effect may include one or more other effects in addition to or instead of the specific introduction effect. As an example, the specific effect may include a specific effect that can be executed in any effect part. As an example, the specific effect may include a specific effect that can be executed in a pre-reach part. As an example, the specific effect may include a specific effect that can be executed in a post-reach part. As an example, the specific effect may include a specific effect that can be executed in an SR part in the normal mode.
[0157] In the above embodiment, a normal introduction effect is used as an example of a non-specific effect, but this is not limited to this. The non-specific effect may include one or more other effects in addition to or instead of the normal introduction effect. As an example, the non-specific effect may include a non-specific effect that can be executed in any effect part. As an example, the non-specific effect may include a non-specific effect that can be executed in a pre-reach part. As an example, the non-specific effect may include a non-specific effect that can be executed in a post-reach part. As an example, the non-specific effect may include a non-specific effect that can be executed in an SR part in a normal mode.
[0158] In the above embodiment, a display effect that displays a branching image BG is exemplified as a special effect, but this is not limited to this. The special effect may include one or more other effects in addition to or instead of the display effect that displays a branching image BG. As an example, the special effect may include a special effect that can be executed in any effect part. As an example, the special effect may include a special effect that can be executed in a pre-reach part. As an example, the special effect may include a special effect that can be executed in a post-reach part. As an example, the special effect may include a special effect that can be executed in an SR part in the normal mode.
[0159] In the above embodiment, a specific effect route is exemplified as an effect route including an SR part in a specific manner, but this is not limited to this. The specific effect route may be configured to include one or more other effect parts in addition to or instead of the SR part in a specific manner. The other effect part may be an effect part before the SR part, or may be an effect part after the SR part. In other words, the specific effect may be executed before the SR effect starts, or may be executed after the SR effect ends.
[0160] The predetermined effect may be changed as desired. As an example, the predetermined effect may be an effect that can be executed in one effect part, or an effect that can be executed across three or more effect parts. As an example, the predetermined effect may include an effect that can be executed in any effect part. As an example, the predetermined effect may include an effect that can be executed in a part before a reach. As an example, the predetermined effect may include an effect that can be executed in a part after a reach. As an example, the predetermined effect may include an effect that can be executed in an SR part in the normal mode.
[0161] As an example, the predetermined effect may be executed by a player's operation. As an example, the pachinko gaming machine 10 may be equipped with a pointing device (operation means) such as a joystick, and the presentation mode of the predetermined effect may be changed based on the operation result of the pointing device. As an example, in the predetermined effect, an ally character may be operable using the pointing device. As an example, the predetermined effect may be executed regardless of the execution status and type of the variable game. In this way, even if the variable game is being executed in a presentation mode that the player does not desire, the predetermined effect can prevent a decrease in interest. Note that the pointing device (operation means) here may be capable of detecting operations in multiple directions and does not have to be formed from a single component.
[0162] The customization function may be changed as desired. For example, in addition to or instead of the specific introduction effect and the normal introduction effect, one or more other effects may be customizable.
[0163] The probability of various effects being executed may be changed as desired. For example, when the first customization function is activated, a normal introduction effect (non-specific effect) may be executed more easily than when the customization function is not activated. For example, when the first customization function is activated, a normal introduction effect (non-specific effect) may be executed more easily or less easily than a specific introduction effect (specific effect).
[0164] The expectation level for various effects may be changed as desired. For example, when the second customization function is activated, the expectation level for a specific introduction effect (specific effect) may be higher than when the customization function is not activated. For example, when the second customization function is activated, the expectation level for a normal introduction effect (non-specific effect) may be higher or lower than that for a specific introduction effect (specific effect).
[0165] When the customization result is a specific result and it is decided that a specific introduction performance will be performed, in a situation where if the customization result were a non-specific result different from the specific result, it might have been decided that a normal introduction performance would be performed, it may be possible to prevent notification that the customization result is a specific result and that a specific introduction performance will be performed.
[0166] When the customization result is a specific result and it is decided that a normal introduction performance will be performed, even in a situation where the execution of a specific introduction performance would have been decided if the customization result had been a non-specific result different from the specific result, it may be announced that the normal introduction performance will be performed because the customization result is a specific result.
[0167] Regardless of whether the customization function is active or not, you may choose not to execute the effects while it is active. The content of the various effects may be changed as desired. As an example, the normal introduction effect and the specific introduction effect may have the same duration. As an example, the various effects may be performed by one or more components selected arbitrarily from the first effect display device EH1, the second effect display device EH2, the decorative lamp LA, the speaker SP, and components different from these. As an example, the predetermined effect may be configured to include an effect by another effect execution means in addition to or instead of the display effect that displays the specific branch image TBG on the second effect display device EH2.
[0168] The length of each performance part may be changed at will. The pachinko gaming machine 10 may be capable of executing one or more optional effects. As an example, the optional effect may be an effect executed in one variable game, an effect that can be executed in multiple variable games (so-called pre-reading effect), or an effect during a jackpot game. As an example, the optional effect is executed by one or more components arbitrarily selected from the first effect display device EH1, the second effect display device EH2, the decorative lamp LA, the speaker SP, and components different from these.
[0169] As an example, in a predetermined presentation part, it may be possible to execute a suggestive presentation that suggests the presentation mode of one or more subsequent presentation parts. Specifically, in the first part, it may be possible to execute a suggestive presentation that suggests the presentation mode of the second part. In other words, while a specific presentation (non-specific presentation) is being executed, it may be possible to execute a suggestive presentation that suggests the subsequent branch destination. As an example, the timing of the execution of the suggestive presentation may be selectable by the player. As an example, in a customized presentation, the timing of the execution of the suggestive presentation may be selectable by the player.
[0170] The pachinko gaming machine 10 may be capable of monitoring for the occurrence of a problem, such as a malfunction. A problem is an error. For example, the pachinko gaming machine 10 may be capable of monitoring for the occurrence of a specific error, and, if a specific error occurs, may be capable of issuing a specific error notification that allows the user to recognize that a specific error has occurred. For example, the specific error notification may be executable for a certain period of time or until the specific error is resolved. In this configuration, if a specific error occurs during the execution of a specific effect and is subsequently resolved, a common effect may be executed regardless of the customization result after the specific error is resolved. In this way, if a specific error occurs during the execution of a specific effect, the execution of the specific effect would be restricted by the specific error notification. However, by executing the common effect regardless of the customization result after the specific error is resolved, a decrease in interest can be suppressed.
[0171] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more arbitrarily selected jackpot games from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.
[0172] The game state after each jackpot game may be changed arbitrarily. In other words, there may be a jackpot game that is controlled to a low probability low ball entry rate state after completion, a jackpot game that is controlled to a high probability low ball entry rate state after completion, a jackpot game that is controlled to a low probability high ball entry rate state after completion, or a jackpot game that is controlled to a high probability high ball entry rate state after completion.
[0173] As an example, the specific effects and non-specific effects may be executed during a jackpot game. In other words, the effect route may progress during a jackpot game. In this case, if a predetermined condition is met during the execution of a specific effect, a common effect may be executed regardless of the customization result when a game ball enters the large prize entry port 14 (specific ball entry port). As an example, the predetermined condition is that the number of specific balls calculated based on the number of game balls acquired and the number of game balls used reaches a predetermined number.
[0174] The first effect display device EH1 may be configured in combination with a movable body configured to be able to perform a predetermined movement. The first effect display device EH1 may be provided on the game board YB or on the mounting frame 11b.
[0175] The second effect display device EH2 may be configured in combination with a movable body configured to be able to perform a predetermined movement. The second effect display device EH2 may be provided on the game board YB or on the mounting frame 11b.
[0176] The first special game and the second special game 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 are completed (so-called ST specification). The high-probability state is a state in which a jackpot is easier to win in a jackpot lottery than with a normal jackpot probability (normal jackpot probability). In other words, in the high-probability state, the jackpot probability is higher than with a normal jackpot probability. 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 specification). The pachinko gaming machine 10 may adopt a specification that combines the drop specification and the V-probability specification. The pachinko gaming machine 10 may adopt a specification that combines the ST specification and the V-probability specification.
[0177] 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. A small win is an example of a win. As an example, a high probability, low winning rate 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 improved compared to a low probability, low winning rate state (so-called small win RUSH specification).
[0178] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry port) open when a game ball enters the starting port or a small win is triggered, and the game ball that entered the ball entry device enters the special ball entry port, triggering a big win game. In such a configuration, the conditions for executing a special notification may be met when a game ball enters the special ball entry port.
[0179] The device may be provided with a function (so-called complete function) that restricts the execution of a game when a specific number of balls calculated based on the number of game balls acquired by the player and the number of game balls used by the player in the game reaches a predetermined upper limit.
[0180] The information stored in the main RAM 43 and any information that is part or all of the information stored in the sub-RAM 53 may be backup information that can be backed up (retained) even if the power supply is cut off. As an example, if information related to the execution of a performance is used as backup information, for each performance, if the power supply is cut off while the performance is being executed or while execution is pending and then the power supply is started again, the backup information may be able to be executed again after the power supply is started. As an example, for one or more performances arbitrarily selected from specific performances, non-specific performances, special performances, and predetermined performances, if the power supply is cut off while the performance is being executed or while execution is pending and then the power supply is started again, the backup information may be able to be executed again after the power supply is started again.
[0181] 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.
[0182] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a first display control substrate that specializes in controlling the first effect display device EH1, a second display control substrate that specializes in controlling the second effect display device EH2, a light-emitting control substrate that specializes in controlling the decorative lamp 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 the substrates that control 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 first display control substrate, second display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.
[0183] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note A) A gaming machine in which customization of effects is possible, comprising: a variable game execution means for executing a variable game; an effect execution means for executing the effect; and a storage means for storing customization results that can identify the results of the customization, wherein the variable game has a plurality of effect routes including a specific effect route, and the effects include specific effects and non-specific effects, and when the variable game progresses along the specific effect route, one of the specific effect and the non-specific effect can be executed, and the degree of advantage differs when the specific effect is executed and when the non-specific effect is executed, and the probability of executing the specific effect and the probability of executing the non-specific effect change according to the customization result.
[0184] (Appendix B) A gaming machine as described in (Appendix A), in which the specific effect and the non-specific effect have different effect times. (Appendix C) A gaming machine described in (Appendix A) or (Appendix B) in which, when the customization result is a specific result and it is decided that the non-specific effect will be executed, even in a situation in which it might have been decided to execute the specific effect if the customization result had been a non-specific result different from the specific result, it is not notified that the non-specific effect will be executed because the customization result is a specific result.
[0185] (Appendix 2) A gaming machine in which customization of effects is possible, comprising: a variable game execution means for executing a variable game; an effect execution means for executing the effect; and a memory means for storing customization results that can identify the results of the customization, wherein the variable game has a plurality of effect routes including a specific effect route, and the effects include specific effects and non-specific effects, and when the variable game progresses along the specific effect route, one of the specific effect and the non-specific effect can be executed, the degree of advantage differs when the specific effect is executed and when the previous non-specific effect is executed, the probability of execution of the specific effect and the probability of execution of the non-specific effect change according to the customization result, and the effect has an effect that allows the player to recognize that the probability of execution of the specific effect changes according to the customization result, or that the probability of execution of the specific effect has changed.
[0186] (Appendix E) The effects include a special effect that can be executed regardless of the customization result when the variable game progresses along the specific effect route, and when the variable game progresses along the specific effect route, the gaming machine described in (Appendix D) branches into multiple effect routes after the special effect ends.
[0187] (Appendix F) A gaming machine described in (Appendix E) in which, when branching into multiple presentation routes after the special presentation ends, the determination ratio of the branching presentation route changes depending on the customization result. (Note G) A gaming machine in which customization of effects is possible, comprising: a variable game execution means for executing a variable game; an effect execution means for executing the effect; and a memory means for storing customization results that can identify the results of the customization, wherein the variable game has a plurality of effect routes including a specific effect route, and the effects include a specific effect and a non-specific effect, and when the variable game progresses along the specific effect route, one of the specific effect and the non-specific effect can be executed, the degree of advantage differs when the specific effect is executed and when the non-specific effect is executed, and the probability of executing the specific effect and the probability of executing the non-specific effect change according to the customization result, and when the customization result is a specific result, the gaming machine has a higher advantage when the specific effect is executed than when the non-specific effect is executed.
[0188] (Appendix H) The effects include special effects that can be executed regardless of the customization result, and predetermined effects that can be executed regardless of the customization result, and when the variable game progresses along the specific effect route, the special effects can be executed, and after the special effect ends, the game branches into multiple effect routes, and the predetermined effects are effects that can be executed both before and after the branching timing, regardless of the type of effect route after the branching (Appendix G).
[0189] (Note 9) A gaming machine in which customization is possible regarding effects, comprising: a variable game execution means for executing a variable game; an effect execution means for executing the effects; and a storage means for storing customization results that can identify the results of the customization, wherein the variable game has a plurality of effect routes including a specific effect route, and the effects include a specific effect and a non-specific effect, and when the variable game progresses along the specific effect route, one of the specific effect and the non-specific effect can be executed, and the degree of advantage differs between when the specific effect is executed and when the non-specific effect is executed, and the execution probability of the specific effect and the execution probability of the non-specific effect change according to the customization result, and the effects include an effect that allows recognition that the execution probability of the specific effect changes according to the customization result, or that the execution probability of the specific effect has changed, and when the customization result is a specific result, the gaming machine has a higher advantage when the specific effect is executed than when the non-specific effect is executed. [Explanation of symbols]
[0190] AC1...Normal actuator AC2...Special actuator AKG...Hit result image BG...Branch image BT...Effect button EH1...1st effect display device EH2...2nd effect display device ES...Effect device group GK...Item image HD...Launch handle HKG...Miss result image LA...Decorative lamp MG...Mini-game image NBG...Normal branch image NDG...Normal introduction image NSG1...1st normal SR image NSG2...2nd normal SR image NSG3...3rd normal SR image NSG4...1st normal SR image R1, R2...Display area RT1~RT26...Effect route SE1...1st start sensor SE2...2nd start sensor SE3...Count sensor SE4...Gate sensor SM...Vibration motor SP...Speaker TBG...Specific branch image TDG... Specific introduction image YB... Game board YBa... Game area YBb... Display window YBc... Firing passage YBd... Backflow prevention 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 pattern display device 19b...second special pattern display device 19c...first reserve display device 19d...second reserve 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] In gaming machines that allow for customization of presentation, A variable game execution means for executing a variable game; One or more performance execution means for executing the performance; a storage means for storing a customization result that can identify the customization result, The variable game has a plurality of presentation routes including a specific presentation route, The effects include specific effects, non-specific effects, and special effects, When the variable game progresses along the specific presentation route, one of the specific presentation and the non-specific presentation is executed, and the other is not executed, and the degree of advantage differs between when the specific presentation is executed and when the non-specific presentation is executed, The execution probability of the specific effect and the execution probability of the non-specific effect change according to the customization result, The effects include effects that allow the player to recognize that the probability of executing the specific effect changes according to the customization result, or that the probability of executing the specific effect has changed, and the effects do not indicate a change in the probability of executing the non-specific effect, When the customization result is a specific result, the execution of the specific effect is more advantageous than the execution of the non-specific effect; The special effect can be executed regardless of the customization result when the variable game progresses along the specific effect route, The production route is configured to include one or more production parts, When the variable game progresses along the specific presentation route, there are times when the special presentation is executed after the specific presentation ends and times when the special presentation is executed after the non-specific presentation ends, and after the special presentation ends, the gaming machine can branch to a presentation part according to a first mode or a presentation part according to a second mode.
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