Gaming Machines

The gaming machine with a movable body and dynamic sound and motion controls addresses the lack of engagement in existing machines by offering interactive operations and sound effects, enhancing player interest.

JP7609474B2Active Publication Date: 2025-01-07NEWGIN KK
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Patent Information

Application Number
JP2023086068
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-25
Publication Date
2025-01-07
Estimated Expiration
2041-07-02

AI Technical Summary

Technical Problem

Existing gaming machines with movable bodies lack mechanisms to enhance player engagement and interest through dynamic operations and sound effects that respond to specific actions.

Method used

A gaming machine equipped with a movable body that performs specific operations based on a starting condition, adjusts sound volumes, and outputs predetermined and specific sounds, with a derivation mechanism for symbol combinations and privilege granting, enhancing game dynamics.

Benefits of technology

Increases player interest by providing interactive and responsive game elements that enhance engagement and excitement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which increases an interest.SOLUTION: When a game ball does not enter a start port while an internal movable body is performing a specific operation, performance symbol combinations which are temporarily stopped and displayed on a performance display device are the same before and after the specific operation. When a game ball enters the start port while the internal movable body is performing the specific operation, the performance symbol combinations may be changed before and after the specific operation.SELECTED DRAWING: Figure 9
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Description

[Technical field]

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

[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are some equipped with a movable body, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, it is possible to execute an effect in which the movable body is operated. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2008-228801 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a gaming machine having a movable body, it is desirable to be able to execute effects that cause the movable body to move appropriately, thereby increasing the interest of the game. An object of the present invention is to provide a gaming machine that can enhance entertainment value. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that is configured to be able to execute a variable game after a start condition is established, and includes a sound output means, a sound control means for controlling the sound output means, an operable operation means, a movable body, an operation control means for controlling the operation of the movable body, a derivation means for deriving a symbol combination upon the end of the variable game, a derivation control means for executing control related to the derivation of the symbol combination, and a bonus awarding means for controlling the awarding of a bonus, the movable body is capable of performing a specific operation, and if the start condition is not established when the movable body is performing the specific operation, the symbol combination derived by the derivation means is the same before and after the specific operation, and if the start condition is established when the movable body is performing the specific operation, the symbol combination derived by the derivation means may be different before and after the specific operation, and if the start condition is established when the movable body is performing the specific operation, and if a specific symbol combination is derived after the specific operation, a bonus is subsequently awarded, and the sound output from the sound output means includes a predetermined sound and a specific sound, The specific sound is a sound that can be output during execution of a variable game based on a specific win, The gist of the invention is that the volume at which the predetermined sound is output can be adjusted by operating the operating means, and the volume at which the specific sound is output cannot be adjusted by operating the operating means, and when the movable body is performing the specific motion and the specific sound is not being output from the sound output means, the volume at which the predetermined sound is output can be adjusted by operating the operating means, and when the movable body is performing the specific motion and the specific sound is being output from the sound output means, the volume at which the predetermined sound is output cannot be adjusted by operating the operating means. Effect of the Invention

[0006] According to the present invention, it is possible to improve interest. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko game machine. [Diagram 2] FIG. [Diagram 3] 13(a) and (b) are diagrams showing the relationship between the internal movable body and the effect pattern combinations displayed on the effect display device when the gaming machine is viewed from the front. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 5] 11A and 11B are diagrams illustrating the relationship between the initial operation of a movable body and the output of an initialization notification sound or a backup recovery notification sound. [Figure 6] 13(a) to 13(d) are diagrams showing an example of the display content of the effect display device and the operation of the internal movable body when a freeze effect is executed. [Figure 7] 13(a) to 13(f) are diagrams showing an example of the display content of the effect display device and the operation of the internal movable body when a freeze effect is executed. [Figure 8] A diagram showing the relationship between specific movements of internal movable bodies in freeze effects, premium sounds, and volume adjustments. [Figure 9] 13(a) to 13(g) are diagrams showing an example of the display content of the effect display device and the operation of the internal movable body when a freeze effect is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes an outer frame Y1, a middle frame Y2, and a front frame Y3. The outer frame Y1 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement parlor. The middle frame Y2 is supported on the front side of the opening of the outer frame Y1 so as to be openable and closable. A gaming board unit including a gaming board YB is fixed to the middle frame Y2. The front frame Y3 is supported on the front side of the middle frame Y2 so as to be openable and closable so as to cover the front side of the gaming board YB. A protective glass for protecting the gaming board YB is supported on the front frame Y3. The protective glass covers the entire opening of the front frame Y3. In this embodiment, the outer frame Y1 corresponds to a support member, and the middle frame Y2 and the front frame Y3 correspond to door members. The front frame Y3 forms the front side of the pachinko gaming machine 10, and is therefore touchable by a player. On the other hand, the game board YB is covered with protective glass, so that the player cannot touch it. The pachinko game machine 10 is provided with a locking mechanism Y4 for restricting the opening of the middle frame Y2 and the front frame Y3 and for lifting the restriction. For example, the locking mechanism Y4 can be unlocked by operating it with a frame key (key) managed by the manager of the game center, and the middle frame Y2 and the front frame Y3 can be opened.

[0009] The pachinko gaming machine 10 is provided with a launch handle HD on the front side of the front frame Y3. In the pachinko gaming machine 10, game balls as game media are launched with strength according to the operation amount (rotation amount) of the launch handle HD. In this way, the launch handle HD is configured to be able to instruct the launch of game balls.

[0010] The front frame Y3 is provided with a decorative lamp La that executes effects (hereinafter referred to as light-emitting effects) that cause the built-in light-emitting body to light up, blink, and turn off. The front frame Y3 is provided with a speaker Sp that executes effects that output various sounds (hereinafter referred to as sound effects). For example, sounds output from the speaker Sp include background sounds and variable sounds. Background sounds (so-called BGM) are, for example, sounds output from the speaker Sp regardless of the progress of the game. In this embodiment, the decorative lamp La corresponds to a light-emitting means capable of emitting light. In this embodiment, the speaker Sp corresponds to a sound output means capable of outputting sound. In addition, the front frame Y3 is provided with an up button UB and a down button DB that can be operated by the player. In this embodiment, the buttons UB and DB correspond to an operable operating means.

[0011] The upper movable body 80 is provided on the upper part of the pachinko gaming machine 10. The upper movable body 80 is provided on the front frame Y3. The upper movable body 80 is displaceable between the original position P1a and the performance position P1b. That is, the upper movable body 80 is configured to be movable between the original position P1a and the performance position P1b. The upper movable body 80 receives power from a first performance actuator EA1 (shown in FIG. 4) and operates. In the pachinko gaming machine 10, the upper movable body 80 has a gear mechanism for transmitting the power of the first performance actuator EA1. In the pachinko gaming machine 10, the power of the first performance actuator EA1 moves the upper movable body 80 through the gear mechanism. In this way, the upper movable body 80 is a movable body. In addition, the pachinko gaming machine 10 includes a first original position sensor GS1 (shown in FIG. 4) that can detect the upper movable body 80 when the upper movable body 80 is located at the original position P1a.

[0012] As shown in Fig. 2, a game area YBa having a substantially circular shape in a front view is defined on the surface of the game board YB. The game board YB is provided with a guide passage 19 that guides a game ball launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve 20 that prevents a game ball launched into the game area YBa from returning back to the guide passage 19. A game ball launched by operating the launch handle HD is guided by the guide passage 19, passes through the backflow prevention valve 20 located at the most downstream of the guide passage 19, and reaches the game area YBa. Then, the game ball that has reached the game area YBa flows down the game area YBa.

[0013] The pachinko gaming machine 10 is provided with an information display panel 22. The information display panel 22 is provided with a special symbol display section 22a. The special symbol display section 22a variably displays a predetermined symbol, and finally displays a special symbol variable game (hereinafter, referred to as a special game) in which the special symbol is fixed and stopped. In this way, the pachinko gaming machine 10 is configured to be able to execute a special game as a variable game. The special symbol is a symbol for notifying the result of a jackpot lottery, which will be described later.

[0014] In this specification, the term "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, the term "determined stop display" means a state in which the pattern is definitively displayed and the type of the displayed pattern does not change. The special patterns that can be definitively displayed in the special pattern display section 22a include a jackpot pattern and a loss pattern. When a jackpot pattern is definitively displayed in a special game, the player can recognize a jackpot. When a loss pattern is definitively displayed in a special game, the player can recognize a loss. In this embodiment, when a jackpot is won, a jackpot game is awarded (occurs) after the special game that is the subject of the winning is finished. That is, in this embodiment, when a jackpot is won in a jackpot lottery, a jackpot game is awarded after the variable game is finished.

[0015] The information display panel 22 includes a special hold display section 22b. The special hold display section 22b recognizably displays the number of special games (hereinafter, referred to as the special hold number) that have been held back due to the start condition being satisfied but the execution condition not being satisfied yet.

[0016] The information display panel 22 includes a normal symbol display section 22c. The normal symbol display section 22c variably displays a predetermined symbol, and displays a normal symbol variable game (hereinafter referred to as a normal game) that finally displays a normal symbol as a fixed stop. The normal symbols that can be fixedly displayed on the normal symbol display section 22c include at least a normal winning symbol and a normal losing symbol. When a normal winning symbol is fixedly displayed in a normal game, the player can recognize a normal winning. When a normal losing symbol is fixedly displayed in a normal game, the player can recognize a normal losing. The information display panel 22 also includes a normal hold display section 22d. The normal hold display section 22d displays the number of normal games (hereinafter referred to as the normal hold number) whose execution is held because the start condition has been met but the execution condition has not yet been met, in a recognizable manner.

[0017] In the pachinko game machine 10, an effect display device 11 having an image display unit GH is provided in the approximate center of the game area YBa. The image display unit GH of the effect display device 11 is, for example, a liquid crystal display type display unit. As one of the effects, the effect display device 11 executes an effect (hereinafter, referred to as a display effect) in which an image imitating a predetermined character or letter is displayed. In this embodiment, the effect display device 11 corresponds to a display means.

[0018] The game board YB is provided with an internal movable body 90 as a movable body. The internal movable body 90 is displaceable between an original position P2a and a performance position P2b. That is, the internal movable body 90 is configured to be movable between the original position P2a and the performance position P2b. The internal movable body 90 operates by receiving power from a second performance actuator EA2 (shown in FIG. 4). In the pachinko game machine 10, the internal movable body 90 has a gear mechanism for transmitting the power of the second performance actuator EA2. In the pachinko game machine 10, the power of the second performance actuator EA2 operates the internal movable body 90 through the gear mechanism. In this way, the internal movable body 90 is a movable body. The pachinko game machine 10 is provided with a second original position sensor GS2 (shown in FIG. 4) that can detect the internal movable body 90 when the internal movable body 90 is located at the original position P2a. In the pachinko gaming machine 10, the movable body provided on the game board YB includes an internal movable body 90.

[0019] When the internal movable body 90 is located at the performance position P2b, the internal movable body 90 is located in front of the performance display device 11. That is, when the player looks at the pachinko gaming machine 10 from the front when the internal movable body 90 is located at the performance position P2b, the internal movable body 90 is located between the player and the performance display device 11. In this way, the internal movable body 90 as a movable body is configured to move in front of the performance display device 11 when it moves.

[0020] The pachinko game machine 10 is provided with a first start hole 12 as a start hole. The first start hole 12 is located below the performance display device 11 in the game area YBa. The first start hole 12 is always open so that a game ball can enter the first start hole 12. The pachinko game machine 10 is provided with a first start sensor SE1 (shown in FIG. 4) that detects a game ball that has entered the first start hole 12. For example, a ball passage that leads the entered game ball to the back side of the game board YB is connected to the first start hole 12, and the first start sensor SE1 is disposed in the ball passage. When the game ball is detected by the first start sensor SE1, the start condition of the special game may be established and the payout condition of the prize ball is established.

[0021] The pachinko game machine 10 is provided with a second start hole 13 as a start hole. The second start hole 13 is located in the game area YBa at the lower right of the performance display device 11. In this embodiment, the start hole includes a first start hole 12 and a second start hole 13. The pachinko game machine 10 is provided with a second start sensor SE2 (shown in FIG. 4) that detects a game ball that has entered the second start hole 13. For example, a ball passage that leads the entered game ball to the back side of the game board YB is connected to the second start hole 13, and the second start sensor SE2 is disposed in the ball passage. When the game ball is detected by the second start sensor SE2, the start condition of the special game may be established, and the payout condition of the prize ball is established. The second start hole 13 has a first variable member 16. The first variable member 16 can be operated between an open state where it is easy or possible to cause the game ball to enter the second starting hole 13, and a closed state where it is difficult (or impossible) to cause the game ball to enter the second starting hole 13. The first variable member 16 operates by receiving power from a first actuator A1 (shown in FIG. 4). In the following description, the open state of the first variable member 16 may be referred to as "the second starting hole 13 is opened," and the closed state of the first variable member 16 may be referred to as "the second starting hole 13 is closed." In this way, the pachinko game machine 10 is configured to be able to execute a special game when a game ball enters the starting hole 12, 13. In this specification, for example, "when a game ball enters the starting holes 12, 13" does not mean when a game ball enters both the first starting hole 12 and the second starting hole 13, but rather when a game ball enters either the first starting hole 12 or the second starting hole 13.

[0022] The pachinko game machine 10 is provided with a large prize opening 14. The large prize opening 14 is located to the right of the performance display device 11 in the game area YBa. The pachinko game machine 10 is provided with a count sensor SE3 (shown in FIG. 4) that detects a game ball that has entered the large prize opening 14. For example, a ball passage that leads the game ball that has entered the large prize opening 14 to the back side of the game board YB is connected to the large prize opening 14, and the count sensor SE3 is disposed in the ball passage. When the game ball is detected by the count sensor SE3, the payout condition of the prize ball is established. The large prize opening 14 has a second variable member 17. The second variable member 17 is operable between an open state in which the game ball can be entered into the large prize opening 14 and a closed state in which the game ball cannot be entered into the large prize opening 14. The second variable member 17 is operated by receiving power from a second actuator A2 (shown in FIG. 4). When the second variable member 17 is in the open state, game balls are permitted to enter the large prize opening 14. When the second variable member 17 is in the closed state, game balls are not permitted to enter the large prize opening 14. In the following description, the open state of the second variable member 17 may be referred to as "the large prize opening 14 is opened," and the closed state of the second variable member 17 may be referred to as "the large prize opening 14 is closed."

[0023] The pachinko game machine 10 is equipped with a gate 18. The gate 18 is located to the right of the effect display device 11 in the game area YBa. The gate 18 has a gate opening that is always open so that game balls can enter the gate. A gate sensor SE4 (shown in FIG. 4) is disposed at the gate opening to detect game balls that enter and pass through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be established.

[0024] The pachinko game machine 10 is provided with an outlet 36. In this embodiment, game balls that do not enter the first start hole 12, the second start hole 13, or the big prize hole 14 are discharged from the outlet 36 to the outside of the game board YB. The pachinko game machine 10 is provided with game components such as nails (game nails) and windmills that change the behavior of game balls flowing down the game area YBa. In addition, the pachinko game machine 10 may be provided with a ball entry hole (a so-called general prize entry hole or normal prize entry hole) that is configured to always allow ball entry while the start conditions for the special game or normal game are not met and the payout conditions for prize balls are met.

[0025] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state in which the jackpot probability is higher than in the low probability state. In the high probability state, the possibility of winning the jackpot lottery is higher than in the low probability state, making it an advantageous gaming state. The high probability state is what is known as a "probability variable state (high probability state)."

[0026] The pachinko game machine 10 has a low base state and a high base state as game states with different ratios of the number of winning balls to the number of game balls shot. The high base state is a game state in which the probability of the game ball entering the second starting hole 13 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a so-called "non-electric support state". In the high base state, the probability of the game ball entering the second starting hole 13 increases, making it an advantageous game state. In the high base state, the advantage of the game ball entering the second starting hole 13 is higher than in the low base state.

[0027] For example, the high base state can be realized by performing one control arbitrarily selected from the three controls of the first control to the third control described below, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 16 in one normal winning game longer than that in the low base state. As the opening time extension control, at least one of the following controls may be performed: a control that increases the number of openings of the first variable member 16 in one normal winning game compared to that in the low base state, and a control that makes the opening time of the first variable member 16 in one normal winning game longer than that in the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes the so-called "fluctuation time shortening state."

[0028] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The plurality of types of jackpot symbols are classified into a first jackpot symbol and a second jackpot symbol. A jackpot type is determined for each of the plurality of types of jackpot symbols, and there are a plurality of types of jackpots. A game state after the end of a jackpot game may be determined for the plurality of types of jackpot symbols. In the following description, a jackpot game based on the first jackpot symbol is referred to as a "first jackpot game", and a jackpot game based on the second jackpot symbol is referred to as a "second jackpot game".

[0029] In the jackpot game, first, an opening performance is performed for a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening period ends, a round game is performed in which the jackpot winning hole 14 is opened. The round game is performed up to a predetermined upper limit number of times. In one round game, the jackpot winning hole 14 is opened until a first round end condition is met in which a predetermined upper limit number of game balls win a prize, or a second round end condition is met in which a predetermined upper limit time has elapsed. In the round game, a round performance is performed. Then, in the jackpot game, when the final round game ends, an ending performance is performed for a predetermined ending period to notify the end of the jackpot game. The jackpot game ends with the end of the ending period.

[0030] For the jackpot symbols classified as the first jackpot symbol and the jackpot symbols classified as the second jackpot symbol, a jackpot game with a maximum number of rounds of 10 is set. In addition, for the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high probability state after the jackpot game ends. For the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a low probability state after the jackpot game ends. In addition, for the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high base state after the jackpot game ends until the next jackpot game is awarded. In addition, for the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a high base state after the jackpot game ends until a special game with a predetermined maximum number of times (100 times in this embodiment) is finished, or until a jackpot game is awarded before the special game with the maximum number of times is finished.

[0031] The display effects that the effect display device 11 in this embodiment can execute include an effect pattern change game (hereinafter, referred to as an effect game) in which effect patterns (hereinafter, referred to as effect patterns) are displayed in a variable manner in multiple rows, and a combination of effect patterns is finally displayed as a definitive stop. In this way, the pachinko game machine 10 is configured to be able to execute an effect game using effect patterns. The effect patterns are patterns decorated with characters, patterns, etc., and are also called "decorative patterns" or "decorative patterns." The effect game is performed by displaying (scrolling) the first, second, and third pattern rows in a variable manner in the vertical direction. In the following description, the "first row" is referred to as the "left row," the "second row" as the "middle row," and the "third row" as the "right row." In the following description, the "left row effect pattern" is referred to as the "left pattern Z1," the "middle row effect pattern" as the "middle pattern Z2," and the "right row effect pattern" as the "right pattern Z3." In each symbol row, as a general rule, symbols resembling the numbers "1" to "8" are displayed in a predetermined order.

[0032] The effect game is performed in conjunction with the special game. Specifically, the effect game is started with the start of the special game and is ended with the end of the special game. Specifically, the effect game is started at the same timing as the start of the special game or at a timing after the start of the special game. In this way, the pachinko game machine 10 is configured to be able to execute the effect game during the execution of the special game. Then, in the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed stop in the special game is displayed as fixed stop. When the jackpot symbol is displayed as fixed stop in the special game, the jackpot symbol combination is displayed as fixed stop in the effect game. For example, the jackpot symbol combination is a symbol combination in which the effect symbols of all columns are the same, such as "777". That is, in this embodiment, the jackpot symbol combination (the jackpot effect symbol combination) is a symbol combination in which the effect symbols of all symbol columns are the same.

[0033] In addition, when a losing symbol is displayed as a fixed stop in the special game, a losing symbol combination is displayed as a fixed stop in the performance game. For example, a losing symbol combination is a symbol combination in which at least one performance symbol is different from the performance symbols in the other columns, such as "323" or "426". That is, in this embodiment, a losing symbol combination (a losing performance symbol combination) is a performance symbol combination in which the performance symbols in at least a part of a plurality of symbol columns are different from the performance symbols in the other symbol columns. In addition, in the performance game, the performance symbols are temporarily displayed before being displayed as a fixed stop. In this specification, "temporary stop display" means a state different from a fixed stop display, such as a "shaking stop state".

[0034] In this way, in the performance game, the winning symbol combination is displayed as a fixed stop with the end of the special game executed based on winning the jackpot in the jackpot lottery, while the losing symbol combination is displayed as a fixed stop with the end of the special game executed based on not winning the jackpot in the jackpot lottery. That is, in the performance game, the winning performance symbol combination is displayed as a fixed stop with the end of the variable game executed based on winning the jackpot in the jackpot lottery, while the losing performance symbol combination is displayed as a fixed stop with the end of the variable game executed based on not winning the jackpot in the jackpot lottery. Incidentally, in the pachinko game machine 10, the performance symbol combination by the performance symbols of the multiple symbol rows is displayed on the performance display device 11 during at least a part of the period when the special game is not being executed. As described above, the performance display device 11 can display the performance symbol combination by the performance symbols of the multiple symbol rows when the special game is not being executed. Furthermore, as described above, the performance display device 11 can display the performance game in which the performance symbols of the multiple symbol rows are variably displayed when the special game is being executed. That is, in this embodiment, the display means is capable of displaying a combination of performance patterns of multiple pattern rows when the variable game is not being executed, and is capable of displaying a performance game in which the performance patterns of multiple pattern rows are variably displayed when the variable game is being executed.

[0035] The symbol combinations for the big win include a symbol combination ("777") that is composed of a symbol that imitates the number "7" and a symbol combination (for example, "111", "222") that is composed of a symbol that imitates a number other than "7". In the following description, a symbol combination for the big win that is composed of a symbol that imitates the number "7" is referred to as a "special symbol combination", and a symbol combination for the big win that is composed of a symbol that imitates a number other than "7" is referred to as a "non-special symbol combination". In the pachinko game machine 10, when a big win is won and the first big win game is awarded after the end of the special game, both the special symbol combination and the non-special symbol combination can be displayed as a fixed stop in the performance game. On the other hand, in the pachinko game machine 10, when a jackpot is won and a second jackpot game is awarded after the special game ends, the special effect symbol combination is not displayed as a fixed stop in the performance game, and the non-special effect symbol combination is displayed as a fixed stop. In other words, the special effect symbol combination among the jackpot symbol combinations is configured to be displayed as a fixed stop in the performance game only when the first jackpot game is awarded among the first and second jackpot games.

[0036] In the effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols imitating the same numbers are temporarily displayed in a specific symbol row (for example, the left and right rows) among multiple rows, and effect symbols in a symbol row different from the specific symbol row (for example, the middle row) are continuously displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols are different. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. When a super reach effect is performed during the execution of a special game, the expectation of a big win may be higher than when only a normal reach effect is performed. The reach effect is performed during the execution of a special game.

[0037] Here, based on FIG. 3(a) and FIG. 3(b), the relationship between the internal movable body 90 and the performance symbols of each symbol row displayed on the performance display device 11 will be described. As shown in FIG. 3(a), when the internal movable body 90 is located at the original position P2a, all of the performance patterns of each pattern row displayed on the performance display device 11 can be seen from the front. On the other hand, as shown in FIG. 3(b), when the internal movable body 90 is located at the performance position P2b, at least some of the performance patterns of each pattern row displayed on the performance display device 11 cannot be seen. In particular, when the performance pattern combination is temporarily stopped or fixed and the performance patterns of all the pattern rows are displayed on the performance display device 11, if the internal movable body 90 is located at the performance position P2b, the performance patterns of all the pattern rows become invisible. In other words, when the performance pattern combination is temporarily stopped or fixed and the internal movable body 90 is located at the performance position P2b on the performance display device 11, all of the left pattern Z1, the middle pattern Z2, and the right pattern Z3 become invisible. In this way, during at least a part of the period during which the internal movable body 90 operates, a part or all of the performance patterns are invisible when viewed from the front. For example, when the performance patterns of at least a part of the pattern rows are variably displayed in the performance display device 11, even if the internal movable body 90 is located at the performance position P2b, a part of the performance patterns of the variably displayed pattern rows may be visible.

[0038] In addition, the pachinko gaming machine 10 is configured to be able to adjust the volume of at least some of the sounds output from the speaker Sp. For example, in the pachinko gaming machine 10, the volume of the background sound can be adjusted, while the volume of the initialization notification sound and the backup recovery notification sound, which will be described later, cannot be adjusted. In this embodiment, "adjusting the volume" can also be understood as "adjusting the output intensity of the sound." The pachinko gaming machine 10 is configured to be able to adjust the volume by operating the up button UB or the down button DB. In this manner, in this embodiment, the volume of at least some of the sounds output from the sound output means can be adjusted by operating the operating means. In the pachinko gaming machine 10, the volume can be adjusted from among four levels. In the pachinko gaming machine 10, when the up button UB is operated in a situation where the volume can be adjusted and the maximum volume has not been reached within the adjustable range, the volume can be increased by one level. In the pachinko gaming machine 10, when the down button DB is operated in a situation where the volume can be adjusted and the minimum volume has not been reached within the adjustable range, the volume can be decreased by one level. For example, when the volume is adjusted, a setting sound (hereinafter, referred to as a volume adjustment sound) that can identify that the volume has been adjusted may be output from the speaker Sp. Furthermore, the volume adjustment sound may be a different sound (e.g., a different scale) depending on the adjusted volume.

[0039] Next, the electrical configuration of the pachinko gaming machine 10 will be described with reference to FIG. The pachinko game machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as a control signal (control command) according to the results of the processes. The pachinko game machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs a predetermined process based on the control information output by the main board 40. For example, the sub-board 50 performs a process for executing a light-emitting effect by the decorative lamp La, a sound effect by the speaker Sp, and a display effect by the effect display device 11. The main board 40 and the sub-board 50 are disposed on the back side of the game board YB. The game board unit includes the main board 40 and the sub-board 50. In the pachinko game machine 10, the main board 40 and the sub-board 50 can be said to be disposed inside the machine. The main board 40 is connected to the sub-board 50. The main board 40 and the sub-board 50 are connected so that control information can be output in one direction from the main board 40 to the sub-board 50.

[0040] The pachinko gaming machine 10 also includes a power supply unit 60. The power supply unit 60 is a unit that supplies power to the main board 40 and the sub-board 50 by switching the power switch 60a to the on state. Therefore, power supply to the pachinko gaming machine 10 is started by switching the power switch 60a to the on state. The pachinko gaming machine 10 has a backup function. The backup function is a function that backs up (internally stores) various information even when the power supply from an external power source is stopped, and restores based on the various stored information when the power supply is started. In the pachinko gaming machine 10, the main board 40 has the backup function, while the sub-board 50 does not have the backup function.

[0041] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main board 40 also includes an RWM clear switch CS. The main CPU 41 executes a control program (main control program) of the main CPU 41 to perform various processes.

[0042] The main ROM 42 stores a main control program, a lottery table and a judgment value used in a predetermined lottery. For example, the main ROM 42 stores a jackpot judgment value used in a jackpot lottery. The jackpot judgment value includes a high probability value and a common value. In a jackpot lottery when the probability is low, only the common value is used among the common value and the high probability value, while in a jackpot lottery when the probability is high, both the common value and the high probability value are used. For example, the main ROM 42 stores a jackpot pattern judgment value used to determine a jackpot pattern. The jackpot pattern judgment value includes a first jackpot pattern judgment value that determines a first jackpot pattern, and a second jackpot pattern judgment value that determines a second jackpot pattern. For example, the main ROM 42 stores a plurality of types of variation patterns. The variation patterns are associated with a variation time from the start of a special game to the end of the special game (variation time of the special game). The variation pattern can be said to be information capable of identifying the variation time of the special game. The variation pattern may be information capable of identifying a part or all of the presentation contents of the presentation game performed from the start of the special game to the end of the special game. The variation pattern includes, for example, a big win variation pattern and a miss variation pattern. The big win variation pattern is associated with a presentation content of the presentation game in which the big win pattern is finally displayed by the presentation pattern after the reach presentation. The miss variation pattern includes a no miss reach variation pattern and a miss reach variation pattern. The no miss reach variation pattern is associated with a presentation content of the presentation game in which the miss pattern is finally displayed by the presentation pattern after the reach presentation. The miss reach variation pattern is associated with a presentation content of the presentation game in which the miss pattern combination is finally displayed by the reach presentation.

[0043] The main RWM 43 is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0044] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port. An information display panel 22 is connected to the main board 40. The main CPU 41 is able to control the display contents of the information display panel 22 via a drive circuit. A first actuator A1 and a second actuator A2 are connected to the main board 40. The main CPU 41 is able to control the operation of the various actuators A1, A2 via a drive circuit.

[0045] The main CPU 41 is configured to be able to input an operation signal to be output when the RWM clear switch CS is operated to the on state. The RWM clear switch CS is configured to be able to perform an operation to instruct the initialization of various types of backed up information.

[0046] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a control program (sub-control program) of the sub-CPU 51 to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program, a lottery table used in the lottery, and a judgment value. The sub-ROM 52 stores display performance data capable of identifying the mode (contents) of the display performance in the performance display device 11. The sub-ROM 52 stores light-emitting performance data capable of identifying the mode (contents) of the light-emitting performance in the decorative lamp La. The sub-ROM 52 stores sound performance data capable of identifying the mode (contents) of the sound performance in the speaker Sp.

[0047] The sub-RWM 53 is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-substrate 50 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0048] The sub-substrate 50 is connected with the decorative lamp La, the speaker Sp, and the performance display device 11. The sub-CPU 51 can control the decorative lamp La, the speaker Sp, and the performance display device 11 via the drive circuit. In this embodiment, the sub-CPU 51 controls the decorative lamp La, the speaker Sp, and the performance display device 11 as the performance execution means, thereby realizing the function of the performance control means that controls the performance execution means. Also, in this embodiment, the sub-CPU 51 controls the decorative lamp La as the light-emitting means, thereby realizing the function of the light-emitting control means that controls the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker Sp as the sound output means, thereby realizing the function of the sound control means that controls the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 11 as the display means, thereby realizing the function of the display control means that controls the display means.

[0049] A first performance actuator EA1 and a second performance actuator EA2 are connected to the sub-substrate 50. The sub-CPU 51 can control the operation of the various performance actuators EA1 and EA2 via a drive circuit. In this embodiment, the sub-CPU 51 controls the operation of the internal movable body 90 as a movable body by controlling the operation of the second performance actuator EA2, thereby realizing a function as an operation control means. An up button UB is connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input a detection signal output when the up button UB is operated via a port. A down button DB is connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input a detection signal output when the down button DB is operated via a port. A first home position sensor GS1 and a second home position sensor GS2 are connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input a detection signal output by the various home position sensors GS1 and GS2 via a port.

[0050] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power source such as an amusement center into a power supply voltage to be supplied to each of the boards 40, 50. The power supply unit 60 supplies power to each of the boards 40, 50 via a power supply line. The power supply unit 60 has a power switch 60a. When the power switch 60a is switched from an off state to an on state, power supply to each of the boards 40, 50 is started. On the other hand, when the power switch 60a is switched from an on state to an off state, power supply to each of the boards 40, 50 is cut off.

[0051] The control contents executed by the main CPU 41 and the sub CPU 51 will be described below. First, the power-on process performed by the main CPU 41 will be described. When the main CPU 41 is started by the start-up process at the start of the power supply, it first performs the power-on process. In the power-on process, the main CPU 41 judges whether or not the main RWM 43 is initialized according to the operation state of the RWM clear switch CS at the start of the power supply. Specifically, the main CPU 41 judges whether or not the RWM clear switch CS is operated to the ON state at the start of the power supply. When the main CPU 41 inputs an operation signal output when the RWM clear switch CS is operated to the ON state, it judges that the RWM clear switch CS is operated to the ON state. When it judges that the RWM clear switch CS is operated to the ON state at the start of the power supply, the main CPU 41 performs the main RWM clear process to return to a state in which a game can be played. In the main RWM clear process, the main CPU 41 initializes the game information backed up in the main RWM 43. In addition, the main CPU 41 stores control information (hereinafter, referred to as an initial command) that instructs startup by initialization in an output buffer. The control information (control command) stored in the output buffer is output to the sub-board 50 in the next or subsequent interrupt process. Thereafter, the main CPU 41 ends the power-on process.

[0052] Also, when it is not determined that the RWM clear switch CS is operated to the ON state at the start of the power supply, the main CPU 41 performs a return process. In the return process, the main CPU 41 checks whether the various backed-up information is normal, and if it is normal, performs a return process based on the various backed-up information to return to a state in which a game can be played. When the return process based on the various backed-up information is performed, the main CPU 41 stores control information (hereinafter referred to as a return command) that instructs a return based on the various backed-up information, and control information (hereinafter referred to as a state designation command) that specifies a control state at the time of return (corresponding to when the power supply is cut off) in the output buffer. On the other hand, when the various backed-up information is not normal, the main CPU 41 performs a main RWM clear process to return to a state in which a game can be played. When the main RWM clear process is performed, the main CPU 41 stores an initial command in the output buffer. When the return command or the initial command is stored in the output buffer in the return process, the main CPU 41 ends the return process and ends the power-on process.

[0053] Next, the special symbol input process performed by the main CPU 41 will be described. The main CPU 41 judges whether a game ball has entered the start hole 12, 13 based on whether a detection signal from the first start sensor SE1 or the second start sensor SE2 has been input (hereinafter, referred to as input judgment). If the judgment result of the input judgment is positive, the main CPU 41 judges whether the special reserved number stored in the main RWM 43 is less than the upper limit number (4 in this embodiment) (hereinafter, referred to as reserved judgment). If the judgment result of the reserved judgment is positive, the main CPU 41 adds 1 to the special reserved number to update it. In addition, the main CPU 41 controls the information display panel 22 to display the updated special reserved number. The main CPU 41 stores control information (hereinafter, referred to as reserved number command) that can specify the updated special reserved number in the output buffer. In addition, if the judgment result of the reserved judgment is positive, the main CPU 41 acquires a random number generated in the main board 40, and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that the storage order of the random number information can be specified. In this embodiment, the random number information is stored in the main RWM 43, and the execution of the special game is suspended until the execution condition of the special game is satisfied. In this way, the pachinko game machine 10 is configured to be able to suspend the execution of the special game when the game ball enters the starting hole 12, 13. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. For example, the random number may be a jackpot determination random number used in a jackpot lottery, a special symbol determination random number used to determine a jackpot symbol, a reach determination random number used in a reach lottery, a variation pattern determination random number used to determine a variation pattern, etc. After storing the random number information in the main RWM 43, the main CPU 41 performs a look-ahead command generation process. Then, after performing the look-ahead command generation process, the main CPU 41 ends the special symbol input process.

[0054] Here, the read-ahead command generating process and the read-ahead command generated in the read-ahead command generating process will be described. The look-ahead commands are classified into the first look-ahead command to the fifth look-ahead command. The first look-ahead command is generated when the value of the jackpot determination random number does not match the jackpot determination value. The second look-ahead command is generated when the jackpot determination random number matches the high probability value and the special symbol determination random number matches the first jackpot pattern determination value. The third look-ahead command is generated when the jackpot determination random number matches the high probability value and the special symbol determination random number matches the second jackpot pattern determination value. The fourth look-ahead command is generated when the jackpot determination random number matches the common value and the special symbol determination random number matches the first jackpot pattern determination value. The fifth look-ahead command is generated when the jackpot determination random number matches the common value and the special symbol determination random number matches the second jackpot pattern determination value.

[0055] In the look-ahead command generation process, the main CPU 41 generates a look-ahead command based on the value of the random number acquired in the special symbol input process and stores it in the output buffer. Specifically, the main CPU 41 generates a look-ahead command based on the value of at least some of the random numbers among the jackpot determination random number and the special symbol determination random number acquired in the special symbol input process and stores it in the output buffer. In the look-ahead command generation process, if the value of the acquired jackpot determination random number does not match either the high probability value or the common value, the main CPU 41 generates a look-ahead command classified as the first look-ahead command. In the look-ahead command generation process, if the value of the acquired jackpot determination random number matches the high probability value and the acquired special symbol determination random number matches the first jackpot symbol determination value, the main CPU 41 generates a look-ahead command classified as the second look-ahead command. In the look-ahead command generation process, the main CPU 41 generates a look-ahead command classified as a third look-ahead command if the value of the acquired jackpot determination random number matches the high probability value and the acquired special symbol determination random number matches the second jackpot symbol determination value. In the look-ahead command generation process, the main CPU 41 generates a look-ahead command classified as a fourth look-ahead command if the value of the acquired jackpot determination random number matches the common value and the acquired special symbol determination random number matches the first jackpot symbol determination value. In the look-ahead command generation process, the main CPU 41 generates a look-ahead command classified as a fifth look-ahead command if the value of the acquired jackpot determination random number matches the common value and the acquired special symbol determination random number matches the second jackpot symbol determination value. In generating the look-ahead command, the main CPU 41 generates a look-ahead command capable of identifying the special reserved number and stores it in the output buffer. For example, in the look-ahead command generation process of the special pattern input process, when the special reserved number is "3", a look-ahead command classified as the first look-ahead command is generated, the main CPU 41 generates a look-ahead command classified as the first look-ahead command that can identify that the special reserved number is "3".

[0056] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU41 judges whether the execution condition of the special game is satisfied (hereinafter, referred to as execution judgment). In the execution judgment, the main CPU41 judges positively when the game is not a big win game and not a special game, and judges negatively when the game is a big win game or a special game. When the judgment result of the execution judgment is negative, the main CPU41 ends the special symbol start process. On the other hand, when the judgment result of the execution judgment is positive, the main CPU41 judges whether the special reserved number stored in the main RWM43 is 1 or more. When the special reserved number is 0, the main CPU41 stores control information (hereinafter, referred to as demo command) capable of identifying a standby state in the output buffer. Incidentally, the main CPU41 does not store the demo command in the output buffer from the time the demo command is stored in the output buffer until the special game is executed. In other words, the demo command is stored in the output buffer only once from the time the special reserved number becomes 0 until the special game is executed.

[0057] If the special reserved number is 1 or more, the main CPU 41 updates the special reserved number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated special reserved number is displayed. The main CPU 41 also stores a reserved number command capable of identifying the updated special reserved number in the output buffer. Next, the main CPU 41 reads out the random number information stored first from the main RWM 43. After reading out the first random number information, the main CPU 41 erases the first random number information stored from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery using the value of the jackpot determination random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. The jackpot determination value used in the jackpot lottery differs depending on whether the state is a low probability state or a high probability state. In this manner, in the pachinko gaming machine 10, a jackpot lottery is held when the gaming ball enters the starting hole 12, 13.

[0058] Then, when a jackpot is won in the jackpot lottery, the main CPU41 determines the jackpot symbol to be displayed in the special game by using the value of the special symbol determination random number that can be specified from the read random number information and the jackpot symbol judgment value. Determining the jackpot symbol corresponds to determining the type of jackpot. Also, when a jackpot is won in the jackpot lottery, the main CPU41 determines the jackpot variation pattern by using the variation pattern determination random number that can be specified from the read random number information. Also, when a jackpot is not won in the jackpot lottery (when it is a miss), the main CPU41 determines the miss symbol to be displayed in the special game by using the miss variation pattern. For example, when a jackpot is not won in the jackpot lottery, the main CPU41 may perform a reach lottery, and when the reach lottery is won, the main CPU41 may determine the miss reach variation pattern, and when the reach lottery is not won, the main CPU41 may determine the miss reach variation pattern. The main CPU 41 may determine the special symbol and the variation pattern using various random number values ​​that can be specified from the read random number information. After that, the main CPU 41 stores the control information that can specify the determined special symbol (hereinafter referred to as a symbol command) and the control information that can specify the variation pattern (hereinafter referred to as a variation pattern designation command) in the output buffer, and ends the special symbol start process.

[0059] Then, when the special symbol start process is ended, the main CPU 41 performs a process other than the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 so that a special game is started. The main CPU 41 measures a change time associated with a change pattern determined in the special symbol start process. Then, when the change time associated with the change pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop. In addition, when the change time associated with the change pattern determined in the special symbol start process has elapsed, the main CPU 41 stores a game end command in the output buffer for displaying a fixed stop of a symbol combination by a performance symbol.

[0060] In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a jackpot lottery means for performing a jackpot lottery. Also, in this embodiment, the main CPU 41 determines a jackpot symbol, thereby realizing a function as a jackpot type determination means for determining the type of jackpot.

[0061] Next, the big win process performed by the main CPU 41 will be described. After the main CPU 41 displays the jackpot symbol in the special game, the main CPU 41 executes the jackpot process and awards the jackpot game. In the jackpot process, 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 process. Then, after the special game of the jackpot is over, the main CPU 41 starts control to award the specified jackpot game. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the pachinko game machine 10, if a jackpot is won in the jackpot lottery, the jackpot game is awarded after the special game is over.

[0062] In the big win process, the main CPU 41 stores an opening command in the output buffer. When the main CPU 41 stores the opening command in the output buffer, it times an opening period (opening time). In addition, when the opening period has elapsed, the main CPU 41 performs a process for executing a round game. That is, the main CPU 41 controls the second actuator A2 so that the big prize winning port 14 is opened according to the opening mode (opening pattern), and starts the round game. After starting the round game, when the first round end condition or the second round end condition is established, the main CPU 41 controls the second actuator A2 so that the big prize winning port 14 is closed, and ends the round game. The main CPU 41 repeats the process for executing the round game until the round game is ended up to the upper limit number of times set for the big win game. The main CPU 41 stores a round command in the output buffer every time a round game is started. In addition, when the final round game is ended, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it times the ending period (ending time). Then, when the ending period has elapsed, the main CPU 41 ends the big win process.

[0063] Next, the game status processing performed by the main CPU 41 will be described. After the first big win game is completed, the main CPU41 sets the probability state flag stored in the main RWM43 to a value that can specify that the state is controlled to a high probability state. When the main CPU41 sets the probability state flag to a value that can specify that the state is controlled to a high probability state, the main CPU41 stores control information that can specify that the state is a high probability state (hereinafter referred to as a high probability state command) in the output buffer. In addition, after the second big win game is completed, the main CPU41 sets the probability state flag stored in the main RWM43 to a value that can specify that the state is controlled to a low probability state. In addition, when the main CPU41 sets the probability state flag to a value that can specify that the state is controlled to a low probability state, the main CPU41 stores control information that can specify that the state is a low probability state (hereinafter referred to as a low probability state command) in the output buffer.

[0064] After the end of the jackpot game, the main CPU41 sets the base state flag stored in the main RWM43 to a value that can specify that the game is controlled to the high base state. When the main CPU41 sets the base state flag to a value that can specify that the game is controlled to the high base state, the main CPU41 stores control information that can specify that the game is in the high base state (hereinafter, referred to as a high base state command) in the output buffer. In addition, the main CPU41 stores in the main RWM43 information that can specify that the game is controlled to the high base state until the next jackpot game is awarded after the end of the first jackpot game. In addition, the main CPU41 stores in the main RWM43 100 times, which corresponds to the upper limit number of times of the special game controlled to the high base state, as the remaining number of times of the special game that gives the high base state after the end of the second jackpot game. Then, after the end of the second jackpot game, the main CPU41 subtracts 1 from the remaining number of times of the special game that gives the high base state every time a special game is executed. When the remaining number of times of the special game that gives the high base state becomes 0, the main CPU 41 sets the base state flag to a value that can specify control to the low base state with the end of the special game with the remaining number of times becoming 0. When the main CPU 41 sets the base state flag to a value that can specify control to the low base state, it stores control information that can specify that it is in the low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, during a jackpot game, the main CPU 41 sets the probability state flag to a value that can specify control to the low probability state, and sets the base state flag to a value that can specify control to the low base state.

[0065] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 judges whether the game ball has passed (entered) the gate 18 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed through the gate 18, the main CPU 41 ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 18, the main CPU 41 judges whether the normal reserved number stored in the main RWM 43 is less than the upper limit number (4 in this embodiment). If the normal reserved number is not less than the upper limit number, the main CPU 41 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 41 adds 1 to the normal reserved number stored in the main RWM 43 and updates it. In this case, the main CPU 41 controls the information display panel 22 to display the updated normal reserved number. In addition, the main CPU 41 stores control information (hereinafter, referred to as a normal reserved number command) capable of identifying the updated normal reserved number in the output buffer. Next, the main CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that the random number information is for a normal game, and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.

[0066] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start process, the main CPU41 judges whether the execution conditions of the normal game are satisfied. The main CPU41 judges positively when the normal winning game is not being played and the normal game is not being played, whereas it judges negatively when the normal winning game is being played or the normal game is being played. If the execution conditions of the normal game are not satisfied, the main CPU41 ends the normal symbol start process. On the other hand, if the execution conditions of the normal game are satisfied, the main CPU41 judges whether the normal reserved number stored in the main RWM43 is 1 or more. If the normal reserved number is not 1 or more, the main CPU41 ends the normal symbol start process. If the normal reserved number is 1 or more, the main CPU41 updates the normal reserved number stored in the main RWM43 by subtracting 1. In this process, the main CPU41 controls the information display panel 22 so that the updated normal reserved number is displayed. In addition, the main CPU41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer.

[0067] Next, the main CPU41 reads out the random number information for the normal game that was stored first from the main RWM43. After reading out the first random number information, the main CPU41 erases the first random number information stored first from the main RWM43. Next, the main CPU41 judges whether or not a normal win is won based on the read random number information and the normal win judgment value stored in the main ROM42. This process corresponds to a normal win lottery (normal win judgment) for whether or not a normal win is won. For example, the main CPU41 may perform a normal win lottery so that the probability of winning a normal win is higher in a high base state compared to a low base state. When a normal win is won, the main CPU41 determines a normal win symbol to be derived in the normal game and a fluctuation time of the normal game. After that, the main CPU41 ends the normal symbol start process. For example, the main CPU 41 may determine a shorter time as the fluctuation time of the normal game in the high base state compared to the low base state (or may make it easier to determine a shorter time). The main CPU 41 may be configured to determine the fluctuation time of the normal game by determining a normal fluctuation pattern in which the fluctuation time of the normal game is set. The normal fluctuation pattern may be stored in the main ROM 42.

[0068] Then, the main CPU 41 executes the normal game by performing a process different from the normal symbol start process. Specifically, the main CPU 41 starts the normal game and controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is derived when the variable time determined in the normal symbol start process has elapsed. In addition, the main CPU 41 stores control information capable of identifying the start of the execution of the normal game in the output buffer in conjunction with starting the execution of the normal game.

[0069] Next, the normal win process performed by the main CPU 41 will be described. After the normal game of the normal win is over, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to award a normal win game depending on whether the state is high base state or low base state. In the normal win processing, when the state is high base state, the main CPU 41 controls the first actuator A1 so that the second start hole 13 is opened in the opening mode in the high base state. When the state is low base state, the main CPU 41 controls the first actuator A1 so that the second start hole 13 is opened in the opening mode in the low base state.

[0070] Next, various processes performed by the secondary CPU 51 will be described. First, the control performed by the secondary CPU 51 when power supply is started will be described. When power supply starts, the secondary CPU 51 performs various settings (initial settings) required at the start of power supply. After the various settings are completed, the secondary CPU 51 waits for input of various control information output in the power-on process by the primary CPU 41. The secondary CPU 51 starts up earlier than the primary CPU 41.

[0071] When the initial command is input, the sub-CPU 51 performs an initialization return process. The initialization return process is a process that is performed when power supply is started, and is a process that initializes backed-up information and returns to a state in which a game can be played. In the initialization return process, the sub-CPU 51 reads information indicating the performance contents in the initial state from the sub-ROM 52, and starts up by initialization based on the information, starts up in the initial state, and returns to a state in which a game can be played. In addition, in the initialization return process, the sub-CPU 51 controls the speaker Sp so that an initialization notification is performed. For example, the sub-CPU 51 controls the speaker Sp to output a sound including a voice saying "initializing" (hereinafter, referred to as an initialization notification sound) from the speaker Sp and to perform an initialization notification. The initialization notification sound is continuously output from the speaker Sp until a predetermined return notification time has elapsed. In addition, for example, the sub-CPU 51 may control the performance display device 11 to display an image including text information of "initializing" on the performance display device 11 and to perform an initialization notification.

[0072] On the other hand, when the sub-CPU 51 inputs the return command, it performs a backup return process. The backup return process is a process that is performed when power supply is started, and is a process that returns to a state in which a game can be played based on the backed up information. In the backup return process, the sub-CPU 51 starts up based on the return command and the state designation command, starts up in the backup state, and returns to a state in which a game can be played. In addition, in the backup return process, the sub-CPU 51 controls the speaker Sp so that a backup notification is performed. For example, the sub-CPU 51 controls the speaker Sp to output a sound including a voice saying "Recovering" (hereinafter, referred to as a backup return notification sound) from the speaker Sp and to perform a backup notification. The backup return notification sound is continuously output from the speaker Sp until a predetermined return notification time has elapsed. In addition, for example, the sub-CPU 51 may control the performance display device 11 to display an image including text information of "Recovering" on the performance display device 11 and to perform a backup notification.

[0073] In addition, when the sub-CPU 51 performs the initialization return process and the backup return process, it causes the effect display device 11 to display a predetermined specific return time effect pattern combination (hereinafter, referred to as the initial pattern). The initial pattern may be different when the initialization return process is performed and when the backup return process is performed. The initial pattern in this embodiment is a pattern combination in which at least one row of effect patterns is different from the other rows of effect patterns. In other words, the initial pattern is a effect pattern combination in which the effect patterns of at least some of the multiple pattern rows are different from the other rows of effect patterns. For example, the initial pattern is an effect pattern combination such as "876" or "523". Incidentally, the initial pattern may be a part of the effect pattern combinations of the losing pattern combinations. In other words, in the effect game, the same effect pattern combination as the initial pattern may be displayed as a fixed stop. In addition, the initial pattern may be an effect pattern combination that is not included in the losing pattern combinations. In other words, in the performance game, the performance symbol combination that is the same as the initial symbol may not be displayed as a fixed stop.

[0074] Next, the control relating to the initial operation of each movable body will be described. The sub-CPU 51 performs an initial operation process to perform an initial operation of the various movable bodies 80, 90 when power supply starts. In this manner, the pachinko gaming machine 10 is configured to be able to perform an initial operation of the internal movable body 90 when power supply starts. The initial operation of the various movable bodies 80, 90 is a confirmation operation of the various movable bodies 80, 90 when power supply starts. In the initial operation process, the sub-CPU 51 performs control to perform an initial operation of the upper movable body 80 and control to perform an initial operation of the internal movable body 90.

[0075] In controlling the initial operation of the upper movable body 80, the sub-CPU 51 controls the first performance actuator EA1 so that the upper movable body 80 performs the initial operation. The sub-CPU 51 monitors the transition of the detection signal from the first home position sensor GS1. The sub-CPU 51 determines that an abnormality has occurred in at least one of the upper movable body 80 and the first performance actuator EA1 when the detection signal continues to be input from the first home position sensor GS1 from the start of the initial operation of the upper movable body 80 until the time when the first operation period has elapsed. In addition, the sub-CPU 51 determines that an abnormality has occurred in at least one of the upper movable body 80 and the first performance actuator EA1 when the detection signal from the first home position sensor GS1 is no longer input and the detection signal is no longer input again from the start of the initial operation of the upper movable body 80 until the time when the first operation period has elapsed. During the first operation period, the sub-CPU51 controls the first performance actuator EA1 in a direction in which the upper movable body 80 moves to the performance position P1b for half the first operation period, and then controls the first performance actuator EA1 in a direction in which the upper movable body 80 moves to the original position P1a for half the first operation period. That is, when the upper movable body 80 and the first performance actuator EA1 are normal, the upper movable body 80 moves from the original position P1a to the performance position P1b, and then moves from the performance position P1b to the original position P1a. Then, when it is determined that an abnormality has occurred in at least one of the upper movable body 80 and the first performance actuator EA1, the sub-CPU51 stops the first performance actuator EA1 and stores information (hereinafter, referred to as first movable body error information) capable of identifying that an abnormality exists in the operation of the upper movable body 80 in the sub-RWM53. When the first movable body error information is stored in the sub-RWM53, the sub-CPU51 does not operate the upper movable body 80 when various performances are executed. The situation where the first movable body error information is stored in the sub RWM 53 corresponds to a situation where a movable body error occurs regarding the upper movable body 80. Incidentally, the first movable body error information stored in the sub RWM 53 is erased when the power supply is cut off. In addition, the time that constitutes the first operation period is set to a time longer than the time required for the initial operation of the upper movable body 80 to be normally completed.For example, the time period of the first operation is set to a time equal to or longer than the time required for the upper movable body 80 to move from the original position P1a to the performance position P1b and then move from the performance position P1b to the original position P1a.

[0076] In controlling the initial operation of the internal movable body 90, the secondary CPU 51 controls the second performance actuator EA2 so that the internal movable body 90 performs the initial operation. The secondary CPU 51 monitors the transition of the detection signal from the second home position sensor GS2. The secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the second performance actuator EA2 when the detection signal continues to be input from the second home position sensor GS2 from the start of the initial operation of the internal movable body 90 until the time when the second operation period has elapsed. In addition, the secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the second performance actuator EA2 when the detection signal from the second home position sensor GS2 is no longer input and the detection signal is no longer input again from the start of the initial operation of the internal movable body 90 until the time when the second operation period has elapsed. During the second operation period, the secondary CPU51 controls the second performance actuator EA2 in a direction in which the internal movable body 90 moves to the performance position P2b for half the second operation period, and then controls the second performance actuator EA2 in a direction in which the internal movable body 90 moves to the original position P2a for half the second operation period. That is, when the internal movable body 90 and the second performance actuator EA2 are normal, the internal movable body 90 moves from the original position P2a to the performance position P2b, and then moves from the performance position P2b to the original position P2a. When it is determined that an abnormality has occurred in at least one of the internal movable body 90 and the second performance actuator EA2, the secondary CPU51 stops the second performance actuator EA2 and stores information (hereinafter, referred to as second movable body error information) capable of identifying that an abnormality exists in the operation of the internal movable body 90 in the secondary RWM53. When the second movable body error information is stored in the secondary RWM53, the secondary CPU51 does not operate the internal movable body 90 when various performances are executed. The situation where the second movable body error information is stored in the sub RWM 53 corresponds to a situation where a movable body error occurs regarding the internal movable body 90. Incidentally, the second movable body error information stored in the sub RWM 53 is erased when the power supply is cut off. In addition, the time of the second operation period is set to a time longer than the time required for the initial operation of the internal movable body 90 to be normally completed.For example, the time of the second operation period is set to a time longer than the time required for internal movable body 90 to move from original position P2a to performance position P2b and then from performance position P2b to original position P2a.

[0077] As described above, in the pachinko gaming machine 10, the upper movable body 80 and the internal movable body 90 are included in the movable bodies that are the target of the initial operation. In the pachinko gaming machine 10, movable body errors related to the various movable bodies 80, 90 are detected based on detection signals from the various home position sensors GS1, GS2. In the pachinko gaming machine 10, the movable bodies 80, 90 are initialized when the power supply starts, and then a performance in which the movable bodies 80, 90 operate is executed after confirming that the movable bodies 80, 90 operate normally. In this way, by operating the movable bodies 80, 90 that have been confirmed to operate normally, the performance in which the movable bodies 80, 90 operate can be executed normally, and interest can be improved.

[0078] As shown in FIG. 5, the sub-CPU 51 performs control to perform initial operation of the upper movable body 80 in response to the start of power supply, and then performs control to perform initial operation of the internal movable body 90. Incidentally, in the pachinko gaming machine 10, when the upper movable body 80 is being initialized, an initialization notification sound or a backup return notification sound is output. That is, in the pachinko gaming machine 10, when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a, an initialization notification sound or a backup return notification sound is output. Furthermore, in the pachinko gaming machine 10, when the internal movable body 90 is being initialized, an initialization notification sound or a backup return notification sound may be output. That is, in the pachinko gaming machine 10, when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a, an initialization notification sound or a backup return notification sound may be output.

[0079] In the pachinko game machine 10, when the upper movable body 80 is being initially operated, the initial pattern is displayed. That is, in the pachinko game machine 10, when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a, the initial pattern is displayed. Similarly, in the pachinko game machine 10, when the internal movable body 90 is initially operated, the initial pattern is displayed. That is, in the pachinko game machine 10, when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a, the initial pattern is displayed. However, whether the upper movable body 80 is being initially operated or the internal movable body 90 is being initially operated, if a game ball enters the starting hole 12, 13, the performance game is executed in the performance display device 11. In this case, when the performance game ends, a performance pattern combination different from the initial pattern may be displayed in the performance display device 11. In other words, when the initial pattern is displayed when the upper movable body 80 is initially operated, if a game ball does not enter the starting hole 12, 13 during the initial operation, the same initial pattern is displayed before and after the period when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a. On the other hand, when the initial pattern is displayed when the upper movable body 80 is initially operated, if a game ball enters the starting hole 12, 13 during the initial operation, a different performance pattern may be displayed before and after the period when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a. Similarly, in the case where an initial pattern is displayed when the internal movable body 90 is initially operated, if the game ball does not enter the starting hole 12, 13 during the initial operation, the same initial pattern is displayed before and after the period when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a.On the other hand, if an initial pattern is displayed when the internal movable body 90 is initially operated, and a game ball enters the starting hole 12, 13 during the initial operation, a different performance pattern may be displayed before and after the period when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a.

[0080] In addition, the pachinko gaming machine 10 is configured such that the volume cannot be adjusted when the initialization notification sound or the backup return notification sound is output. That is, in the pachinko gaming machine 10, when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a, and the initialization notification sound or the backup return notification sound is output, the volume cannot be adjusted even by operating the buttons UB and DB. Similarly, in the pachinko gaming machine 10, when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a, and the initialization notification sound or the backup return notification sound is output, the volume cannot be adjusted even by operating the buttons UB and DB.

[0081] In the pachinko game machine 10, in principle, the volume can be adjusted when a special game is being executed. However, during the period when the initialization notification sound or the backup return notification sound is output when the movable bodies 80 and 90 are being initialized, the volume cannot be adjusted. That is, in the pachinko game machine 10, the volume can be adjusted by operating the buttons UB and DB during the execution of the special game, but the volume cannot be adjusted during a part or all of the period when the upper movable body 80 moves from the original position P1a to the performance position P1b and then moves from the performance position P1b to the original position P1a. Similarly, in the pachinko game machine 10, the volume can be adjusted by operating the buttons UB and DB during the execution of the special game, but the volume cannot be adjusted during a part or all of the period when the internal movable body 90 moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a. In addition, as described above, a situation in which a special game is executed when the movable bodies 80, 90 are being initialized is when a game ball enters the starting hole 12, 13 while the movable bodies 80, 90 are being initialized.

[0082] Next, the status processing performed by the secondary CPU 51 will be described. The sub-RWM53 stores information capable of identifying a game state. The information capable of identifying a game state stored in the sub-RWM53 includes information capable of identifying whether the game state is a low probability state or a high probability state (hereinafter referred to as a sub-use probability state flag). The information capable of identifying a game state stored in the sub-RWM53 includes information capable of identifying whether the game state is a high base state or a low base state (hereinafter referred to as a sub-use base state flag). When a low probability state command is input, the sub-CPU51 sets the sub-use probability state flag to a value capable of identifying a low probability state. When a high probability state command is input, the sub-CPU51 sets the sub-use probability state flag to a value capable of identifying a high probability state. When a low base state command is input, the sub-CPU51 sets the sub-use base state flag to a value capable of identifying a low base state. When a high base state command is input, the sub-CPU51 sets the sub-use base state flag to a value capable of identifying a high base state.

[0083] Next, the big win effect process performed by the sub-CPU 51 will be described. During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that a jackpot performance is executed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that an opening performance is executed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that a round performance is executed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that an ending performance is executed. Also, during a jackpot game, the sub-CPU 51 operates the upper movable body 80. Specifically, when an opening command is input, the sub-CPU 51 operates the upper movable body 80 from the original position P1a to the performance position P1b. Then, when the ending period has elapsed since the input of the ending command, the sub-CPU 51 operates the upper movable body 80 from the performance position P1b to the original position P1a. As a result, the upper movable body 80 is located at the performance position P1b during the award of the big win game.

[0084] Next, the read-ahead command storage process performed by the secondary CPU 51 will be described. When a read-ahead command is input, the secondary CPU 51 stores the input read-ahead command in the secondary RWM 53. At this time, the secondary CPU 51 stores the read-ahead commands in the secondary RWM 53 so that the storage order of the read-ahead commands can be specified according to the special reserved number that can be specified from the read-ahead command. In addition, when the secondary CPU 51 inputs an end command, it erases the read-ahead command that was stored first among the read-ahead commands corresponding to the special games stored in the secondary RWM 53.

[0085] Next, the presentation game process performed by the secondary CPU 51 will be described. The sub-CPU51 controls at least one of the decorative lamp La, the speaker Sp, and the effect display device 11 so that an effect game and an effect associated with the effect game are performed. Specifically, when the sub-CPU51 inputs a symbol command and a variable pattern designation command, it controls to execute the effect game. That is, the sub-CPU51 determines a symbol combination by the effect symbols to be finally displayed as a fixed stop in the effect game based on the variable pattern designation command and the symbol command. When the special symbol that can be specified from the symbol command is a big win symbol, the sub-CPU51 determines the big win symbol combination. At this time, when the special symbol that can be specified from the symbol command is the first big win symbol, the sub-CPU51 determines the big win symbol combination from the special effect symbol combination and the non-special effect symbol combination. On the other hand, when the special symbol that can be specified from the symbol command is the second big win symbol, the sub-CPU51 determines the big win symbol combination from the non-special effect symbol combination excluding the special effect symbol combination. In addition, the sub-CPU51 determines a losing symbol combination when the special symbol that can be specified from the symbol command is a losing symbol. When the reach performance is performed because the reach condition is established, the sub-CPU51 may determine a losing symbol combination including the reach. In this embodiment, the reach condition is established when the variable pattern for the reach performance is specified.

[0086] When the sub-CPU51 inputs the variation pattern designation command, it controls the performance display device 11 to display the performance symbols in a variable manner. In other words, the sub-CPU51 starts the performance game. The variation pattern designation command can be said to be control information that instructs the start of the performance game based on the variation pattern. Then, the sub-CPU51 controls the performance display device 11 to temporarily stop and display the symbol combination by the determined performance symbols at a predetermined timing. After that, the sub-CPU51 controls the performance display device 11 to display the symbol combination by the performance symbols in a fixed and stopped manner upon input of the game end command. Incidentally, when executing the reach performance, the sub-CPU51 controls the performance display device 11 to temporarily stop and display the performance symbols in the left and right columns so that a reach is formed at a predetermined timing during the special game. The sub-CPU51 may measure a variation time that can be specified from the variation pattern, and control the symbol combination to be fixed and stopped upon the passage of the variation time. In this case, the game end command may be omitted.

[0087] Next, the control relating to the volume adjustment performed by the sub-CPU 51 will be described. The sub-RWM 53 stores information (hereinafter referred to as volume information) that can identify a volume level that is set among the levels that can be set as the volume. The sub-CPU 51 controls the speaker Sp so that sound effects are executed at a volume level that can be identified from the volume information. In a situation where the volume can be adjusted, if the sub-CPU 51 inputs an operation signal from the up button UB and the volume level that can be identified from the volume information has not reached the upper limit, the sub-CPU 51 increases the volume level by one and updates the volume information to identify the volume level after the increase. Similarly, in a situation where the volume can be adjusted, if the sub-CPU 51 inputs an operation signal from the down button DB and the volume level that can be identified from the volume information has not reached the lower limit, the sub-CPU 51 decreases the volume level by one and updates the volume information to identify the volume level after the decrease.

[0088] Next, among the effects that can be executed in the pachinko gaming machine 10, a freeze effect in which the internal movable body 90 operates will be described. In the pachinko game machine 10, a freeze effect may be executed during the execution of a special game. In the pachinko game machine 10, when the freeze effect is executed, the expectation of a big win is higher than when the freeze effect is not executed. When the freeze effect is executed, the internal movable body 90 moves from the original position P2a to the performance position P2b, and then moves from the performance position P2b to the original position P2a. In this embodiment, the internal movable body 90 moves from the original position P2a to the performance position P2b, and then moves from the performance position P2b to the original position P2a, which corresponds to the movable body performing a specific action. That is, the movable body in this embodiment is capable of performing a specific action. In the following description, the internal movable body 90 moves from the original position P2a to the performance position P2b in the freeze effect, and then moves from the performance position P2b to the original position P2a, is simply indicated as "the internal movable body 90 performs a specific action". Incidentally, as described above, the internal movable body 90 performing a specific action is the target of the initial action. In other words, in the pachinko game machine 10, the sub-CPU 51 is configured to be able to control the initial movement of the internal movable body 90, which moves from the original position P2a to the performance position P2b and then moves from the performance position P2b to the original position P2a when power supply begins.

[0089] In addition, in the pachinko game machine 10, at the start of a special game, when a part of a specific effect symbol combination among losing symbol combinations is temporarily stopped and displayed on the effect display device 11, a freeze effect may be executed. Here, "at the start of a special game, when a part of a specific effect symbol combination among losing symbol combinations is temporarily stopped and displayed on the effect display device 11" means when a specific effect symbol combination was fixed and stopped and displayed on the effect display device 11 in the previous effect game.

[0090] In this embodiment, the specific combination of effect symbols is a combination of effect symbols that are classified into the same type among multiple types of effect symbols, and at least some of the multiple pattern columns have different effect symbols from the other pattern columns. In this embodiment, the effect symbols that imitate odd numbers and the effect symbols that imitate even numbers are classified into different types. In this embodiment, the effect symbol combinations that are composed only of the effect symbols that imitate odd numbers and the effect symbol combinations that are composed only of the effect symbols that imitate even numbers are the specific combination of effect symbols. Note that at least some of the effect symbol combinations that are composed only of the effect symbols that imitate odd numbers and the effect symbol combinations that are composed only of the effect symbols that imitate even numbers may be the specific combination of effect symbols. In addition, for example, the multiple types of effect symbols include multiple types of effect symbols with a green motif and multiple types of effect symbols with a red motif. In this case, for example, a green motif and a red motif may be classified as different types of patterns. In this case, at least some of the combinations of patterns consisting of only green motifs and combinations of patterns consisting of red motifs may be classified as specific combinations of patterns.

[0091] In this way, in the pachinko gaming machine 10, when a specific performance symbol combination is temporarily stopped and displayed on the performance display device 11, the internal movable body 90 may move from the original position P2a to the performance position P2b, and then move from the performance position P2b to the original position P2a. That is, in this embodiment, when a specific performance symbol combination in which the performance symbols of at least some of the multiple symbol rows are different from the performance symbols of the other symbol rows is displayed on the display means, the movable body may perform the specific operation. Note that, in the pachinko gaming machine 10, even when a specific performance symbol combination is temporarily stopped and displayed on the performance display device 11, there are cases where a freeze performance is executed and cases where a freeze performance is not executed.

[0092] Here, with reference to Figs. 6(a) to 6(d), an example of the display content of the effect display device 11 and the operation of the internal movable body 90 when a freeze effect is executed will be described. As shown in FIG. 6(a), when a specific combination of effect symbols is displayed as a fixed stop in the previous effect game and a freeze effect is executed in the current effect game, the pachinko gaming machine 10 executes the freeze effect before the variable display of the effect symbols of each symbol row starts. Specifically, as shown in FIG. 6(b), in the pachinko gaming machine 10, when a freeze effect is executed and the internal movable body 90 operates, and the internal movable body 90 is located at the effect position P2b, the effect symbols of all symbol rows become invisible when viewed from the front. In this way, the internal movable body 90 is configured to operate in front of the effect display device 11 when performing a specific operation. In this embodiment, during at least a part of the period during which the internal movable body 90 performs a specific operation, a part or all of the effect symbols become invisible when viewed from the front.

[0093] As shown in Fig. 6(c), in the pachinko game machine 10, if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, when the internal movable body 90 moves to the original position P2a and the specific operation ends, the same performance pattern combination as before the start of the specific operation is temporarily stopped and displayed on the performance display device 11. In this way, if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the performance pattern combination temporarily stopped and displayed on the performance display device 11 is the same before and after the specific operation. In other words, if the game ball does not enter the starting hole while the movable body is performing a specific operation, the performance pattern combination displayed on the display means is the same before and after the specific operation.

[0094] 6(d), in the pachinko gaming machine 10, after the freeze effect ends as a result of the specific action being completed, the display of the effect symbols in all columns starts to change, and the effect game starts. When the freeze effect is executed, the time from the start of the special game to the start of the effect game is longer than when the freeze effect is not executed. Incidentally, the timing of the start of the special game is the same when the freeze effect is executed and when the freeze effect is not executed.

[0095] Incidentally, in the pachinko game machine 10, when a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, when the internal movable body 90 moves to the original position P2a and the specific operation ends, a different performance pattern combination from that before the start of the specific operation may be temporarily stopped and displayed on the performance display device 11. In other words, when a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the performance pattern combination temporarily stopped and displayed on the performance display device 11 may be different before and after the specific operation. In other words, when a game ball enters the starting hole while the movable body is performing a specific operation, the performance pattern combination displayed on the display means may be different before and after the specific operation.

[0096] However, if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, and if the special game whose execution is suspended as a result of the ball entering is a special game whose execution is a jackpot, the losing symbol combination may be temporarily stopped and displayed on the performance display device 11 at the timing after the specific operation is completed. On the other hand, if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, and if the special game whose execution is suspended as a result of the ball entering is a special game whose execution is a jackpot, the jackpot symbol combination may be temporarily stopped and displayed on the performance display device 11 at the timing after the specific operation is completed. That is, if a game ball enters the starting hole while the movable body is performing a specific operation, and if the variable game whose execution is suspended as a result of the ball entering is a variable game whose execution is a jackpot, the jackpot symbol combination may be displayed on the display means at the timing after the specific operation is completed.

[0097] In the pachinko game machine 10, the type of the winning symbol combination that is temporarily stopped and displayed on the effect display device 11 at the timing after the specific operation of the internal movable body 90 is completed may differ depending on the type of the winning game that is awarded thereafter. Specifically, if the special game whose execution is suspended while the internal movable body 90 is performing a specific operation is a special game of a winning jackpot, and it is possible to specify that the first winning game will be awarded after the special game is completed, then either the special effect symbol combination or the non-special effect symbol combination may be temporarily stopped and displayed at the timing after the specific operation is completed. On the other hand, if the special game whose execution is suspended while the internal movable body 90 is performing a specific operation is a special game of a winning jackpot, and it is possible to specify that the second winning game will be awarded after the special game is completed, then the non-special effect symbol combination may be temporarily stopped and displayed at the timing after the specific operation is completed. In other words, if the special game whose execution is suspended while the internal movable body 90 is performing a specific operation is a special game of a big win, and it can be specified that a second big win game will be awarded after the special game ends, the special effect symbol combination is not temporarily stopped and displayed at the timing after the specific operation ends. As described above, in this embodiment, the type of the big win effect symbol combination displayed on the display means at the timing after the specific operation ends may differ depending on the type of big win game to be awarded thereafter.

[0098] Here, with reference to Figs. 7(a) to 7(f), an example of a case where different performance symbol combinations are temporarily stopped and displayed before and after the internal movable body 90 performs a specific operation will be described. As shown in Fig. 7(a), when a specific combination of effect symbols is displayed as fixed and stopped in the previous effect game and a freeze effect is executed in the current effect game, the freeze effect is executed before the variable display of the effect symbols of each symbol row starts in the pachinko gaming machine 10. Specifically, as shown in Fig. 7(b), in the pachinko gaming machine 10, when a freeze effect is executed and the internal movable body 90 operates, and the internal movable body 90 is located at the effect position P2b, the effect symbols of all symbol rows become invisible when viewed from the front.

[0099] As shown in FIG. 7(c), in the pachinko game machine 10, when a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, when the internal movable body 90 moves to the original position P2a and the specific operation ends, a different performance symbol combination from that before the start of the specific operation may be temporarily stopped and displayed on the performance display device 11. In this way, when a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the performance symbol combination temporarily stopped and displayed on the performance display device 11 may be different before and after the specific operation. Note that, as shown in FIG. 7(d), in the pachinko game machine 10, when the special game whose execution is suspended while the internal movable body 90 is performing a specific operation is a special game that results in a jackpot, the jackpot symbol combination may be temporarily stopped and displayed on the performance display device 11 after the specific operation ends. Furthermore, as shown in FIG. 7(e), in the pachinko game machine 10, if the special game that is put on hold while the internal movable body 90 is performing a specific operation is a special game that results in a jackpot, and the first jackpot game is awarded after the special game ends, then, after the specific operation ends, the special performance pattern combination may be temporarily stopped and displayed on the performance display device 11.

[0100] As shown in FIG. 7(f), even if different combinations of effect symbols are temporarily displayed frozen before and after the specific action, in the pachinko game machine 10, after the freeze effect ends as the specific action ends, the display of the effect symbols in all columns begins to change, and the effect game begins.

[0101] In the pachinko game machine 10, a premium sound may be output from the speaker Sp when a special game starts. The premium sound is output from the speaker Sp only when the special game that has started to be executed is a special game that results in a jackpot and the first jackpot game is awarded after the special game ends. The effect of outputting the premium sound from the speaker Sp can be called a premium effect or a premium effect.

[0102] The premium sound is not subject to volume adjustment. In other words, in the pachinko gaming machine 10, even if the volume is adjusted by operating the buttons UB and DB, the volume of the premium sound is not adjusted. In other words, in the pachinko gaming machine 10, the volume of at least some of the sounds output from the speaker Sp, excluding the premium sound, can be adjusted. In this embodiment, the premium sound corresponds to the specific sound.

[0103] Here, with reference to FIG. 8, the relationship between the specific operation of internal movable body 90 in the freeze effect, the premium sound, and the volume adjustment will be described. As shown in FIG. 8, when a premium sound is output with the start of a special game, the tone can be adjusted during the period before the premium sound is output (indicated as "volume adjustable" in FIG. 8). On the other hand, when a premium sound is output, the volume cannot be adjusted during the period during which the premium sound is output (indicated as "volume not adjustable" in FIG. 8). At this time, in the pachinko gaming machine 10, even if a freeze effect is executed and the internal movable body 90 is performing a specific operation, the volume cannot be adjusted during the period during which the premium sound is output. However, in the pachinko gaming machine 10, even during the period during which a freeze effect is executed and the internal movable body 90 is performing a specific operation, the volume can be adjusted during the period after the output of the premium sound has ended. In this way, in the pachinko gaming machine 10, when the internal movable body 90 is performing a specific operation, there are times when the premium sound is output from the speaker Sp.

[0104] Thus, in the pachinko game machine 10, in principle, it is configured to be possible to adjust the volume when a special game is being executed. However, during the period when the internal movable body 90 is performing a specific operation and the premium sound is output, the volume is not adjustable. That is, in this embodiment, the volume can be adjusted by operating the operating means during the execution of the variable game. On the other hand, in this embodiment, when the movable body is performing a specific operation and the specific sound is being output from the sound output means, the volume cannot be adjusted even if the operating means is operated.

[0105] In the pachinko gaming machine 10, when a freeze effect is executed when the premium sound is not output, the volume can be adjusted by operating the buttons UB and DB during the entire period during which the internal movable body 90 performs the specific motion. In this embodiment, when a freeze effect is executed when the premium sound is output, the premium sound is output during a portion of the period during which the internal movable body 90 performs the specific motion. However, when a freeze effect is executed when the premium sound is output, the premium sound may be output during the entire period during which the internal movable body 90 performs the specific motion. In this way, the pachinko gaming machine 10 may be configured such that the volume can be adjusted by operating the buttons UB and DB during the execution of the special game, but the volume cannot be adjusted during some or all of the period during which the internal movable body 90 performs the specific motion. That is, in this embodiment, the volume can be adjusted by operating the operating means during the execution of the variable game, but the volume cannot be adjusted during some or all of the period during which the movable body performs the specific motion.

[0106] Here, the control related to the freeze effect will be described. When a variation pattern designation command is input, the sub-CPU 51 judges whether the performance symbol combination already temporarily displayed on the performance display device 11 is a specific performance symbol combination. The performance symbol combination already temporarily displayed on the performance display device 11 is mainly a performance symbol combination that was confirmed and displayed in the previous performance game. If the performance symbol combination already temporarily displayed on the performance display device 11 is not a specific performance symbol combination, the sub-CPU 51 does not decide to execute a freeze performance. On the other hand, if the performance symbol combination already temporarily displayed on the performance display device 11 is a specific performance symbol combination, the sub-CPU 51 performs a freeze lottery to decide whether to execute a freeze performance. If the freeze lottery is won, the sub-CPU 51 decides to execute a freeze performance, and if the freeze lottery is not won, the sub-CPU 51 does not decide to execute a freeze performance.

[0107] In the pachinko game machine 10, when the freeze effect is executed, the expectation of a big win is higher than when the freeze effect is not executed. For example, the winning probability of the freeze lottery differs depending on the fluctuation pattern that can be specified from the fluctuation pattern designation command. For example, the winning probability of the freeze lottery when the big win fluctuation pattern can be specified is higher than the winning probability of the freeze lottery when the loss fluctuation pattern can be specified. Furthermore, for example, the winning probability of the freeze lottery when the loss reach fluctuation pattern can be specified is higher than the winning probability of the freeze lottery when the loss reach non-fluctuation pattern can be specified.

[0108] When the freeze lottery is won, the sub-CPU 51 performs a specific operation on the internal movable body 90. Specifically, the sub-CPU 51 controls the second performance actuator EA2 so that the internal movable body 90 moves from the original position P2a to the performance position P2b, and then moves from the performance position P2b to the original position P2a.

[0109] In this embodiment, when the execution of the special game is suspended due to the game ball entering the starting hole 12, 13, not only during the period when the internal movable body 90 is performing a specific operation, a look-ahead command is input to the sub-CPU 51. When the look-ahead command is input during the period when the internal movable body 90 is performing a specific operation, the sub-CPU 51 performs a pattern change lottery to determine whether the performance pattern combination will be different before and after the specific operation. If the sub-CPU 51 wins the pattern change lottery, it decides to make the performance pattern combination different before and after the specific operation, and if the sub-CPU 51 does not win the pattern change lottery, it does not decide to make the performance pattern combination different before and after the specific operation.

[0110] In the pachinko game machine 10, when the combination of the performance symbols is different before and after the internal movable body 90 performs a specific operation, the expectation of a big win is higher than when the combination of the performance symbols is the same before and after the internal movable body 90 performs a specific operation. For example, the winning probability of the symbol change lottery when the first look-ahead command is input in a high probability state is higher than the winning probability of the symbol change lottery when any of the second look-ahead command to the fifth look-ahead command is input in a high probability state. Also, for example, the winning probability of the symbol change lottery when any of the first look-ahead command to the third look-ahead command is input in a low probability state is higher than the winning probability of the symbol change lottery when the fourth look-ahead command or the fifth look-ahead command is input in a low probability state.

[0111] When the symbol change lottery is won, the sub-CPU51 determines the effect symbol combination to be temporarily displayed after the specific operation is completed. The sub-CPU51 determines the effect symbol combination to be temporarily displayed after the specific operation is completed according to the type of the input look-ahead command. Specifically, when the first look-ahead command is input in a high probability state, the sub-CPU51 determines the effect symbol combination to be temporarily displayed after the specific operation is completed from among the losing symbol combinations. When the first look-ahead command to the third look-ahead command are input in a low probability state, the sub-CPU51 determines the effect symbol combination to be temporarily displayed after the specific operation is completed from among the losing symbol combinations. When the second look-ahead command or the fourth look-ahead command is input in a high probability state, the sub-CPU51 determines the effect symbol combination to be temporarily displayed after the specific operation is completed from among the winning symbol combinations including the special effect symbol combinations and the losing effect symbol combinations. When the fourth look-ahead command is input in a low probability state, the sub-CPU51 determines the effect pattern combination to be temporarily stopped and displayed after the end of a specific operation from among the jackpot pattern combinations including the special effect pattern combinations and the non-special effect pattern combinations. The jackpot pattern combinations including the special effect pattern combinations are the special effect pattern combinations and the non-special effect pattern combinations. When the third look-ahead command or the fifth look-ahead command is input in a high probability state, the sub-CPU51 determines the effect pattern combination to be temporarily stopped and displayed after the end of a specific operation from among the jackpot pattern combinations and the non-special effect pattern combinations excluding the special effect pattern combinations. When the fifth look-ahead command is input in a low probability state, the sub-CPU51 determines the effect pattern combination to be temporarily stopped and displayed after the end of a specific operation from among the jackpot pattern combinations and the non-special effect pattern combinations excluding the special effect pattern combinations. The jackpot pattern combinations excluding the special effect pattern combinations are the non-special effect pattern combinations.

[0112] If the symbol change lottery has not been won within the period from the start of the specific operation of the internal movable body 90 to the end of the specific operation, the sub-CPU 51 will conduct a symbol change lottery based on the input of the look-ahead command each time the look-ahead command is input. However, if the symbol change lottery has already been won within the period from the start of the specific operation of the internal movable body 90 to the end of the specific operation, the sub-CPU 51 will not conduct a symbol change lottery based on the input of the look-ahead command even if the sub-CPU 51 inputs a look-ahead command thereafter.

[0113] Then, if the symbol change lottery is won, the sub-CPU51 controls the performance display device 11 so that the performance symbol combination determined as the performance symbol combination to be temporarily displayed after the specific operation of the internal movable body 90 is temporarily displayed after the specific operation of the internal movable body 90 is completed. On the other hand, if the symbol change lottery is not won, the sub-CPU51 controls the performance display device 11 so that the performance symbol combination that was temporarily displayed before the start of the specific operation is temporarily displayed after the specific operation of the internal movable body 90 is completed. Similarly, if the symbol change lottery is not held, the sub-CPU51 controls the performance display device 11 so that the performance symbol combination that was temporarily displayed before the start of the specific operation is temporarily displayed after the specific operation of the internal movable body 90 is completed.

[0114] Next, control relating to the output of premium sounds will be described. When a symbol command capable of identifying the first jackpot symbol is input, the sub-CPU51 performs a premier lottery to determine whether to output a premium sound. The sub-CPU51 determines to output the premium sound if the premium lottery is won, and does not determine to output the premium sound if the premium lottery is not won. Then, if the premium lottery is won, the sub-CPU51 controls the speaker Sp so that the premium sound is output. The sub-CPU51 controls the speaker Sp so that the premium sound is output for a predetermined output time. In this embodiment, the predetermined output time is set to be shorter than the time required from the start of a specific operation of the internal movable body 90 to the end of the specific operation.

[0115] Here, with reference to Fig. 9(a) to Fig. 9(g), an example of the display contents of the effect display device 11 and the operation of the internal movable body 90 when the execution of a special game that results in a jackpot is suspended upon the entry of a game ball into the first starting hole 12 while the internal movable body 90 is performing a specific operation in a freeze effect will be described. Note that in the explanation of Fig. 9(a) to Fig. 9(g), it is assumed that the first jackpot game is awarded after the end of the special game whose execution was suspended upon the entry of a game ball into the first starting hole 12 while the internal movable body 90 is performing a specific operation.

[0116] As shown in FIG. 9(a), when a specific combination of effect symbols is displayed as a fixed stop in the previous effect game and a freeze effect is executed in the current effect game, the pachinko game machine 10 executes the freeze effect before the variable display of the effect symbols of each symbol row starts. Specifically, as shown in FIG. 9(b), in the pachinko game machine 10, when the freeze effect is executed and the internal movable body 90 operates, and the internal movable body 90 is located at the effect position P2b, the effect symbols of all symbol rows become invisible when viewed from the front. Then, as the premise, it is assumed that the execution of a special game that results in a jackpot is suspended when a game ball enters the first starting hole 12 while the internal movable body 90 is performing a specific operation. It is also assumed that a symbol change lottery that is performed as a result of the suspension of the execution of this special game is won, and a special effect symbol combination is determined as the effect symbol combination that is temporarily stopped and displayed after the specific operation is completed.

[0117] In this case, as shown in FIG. 9(c), at the timing after the internal movable body 90 moves to the original position P2a and the specific action is finished, the special effect symbol combination is temporarily stopped and displayed on the effect display device 11. As a result, when the internal movable body 90 moves to the original position P2a and the specific action is finished, the effect display device 11 temporarily stops and displays a different effect symbol combination from that before the specific action starts. After that, as shown in FIG. 9(d), after the freeze effect ends as the specific action ends, the effect display device 11 starts displaying the variable effect symbols of all columns, and starts the effect game. Then, as shown in FIG. 9(e), if the special game in which the freeze effect is executed is a special game that results in a loss, the effect display device 11 displays the losing symbol combination in a fixed and stopped state. In this way, even if the special effect symbol combination is temporarily stopped and displayed during the execution of the special game, the special game may result in a loss, which can surprise the player and increase the interest.

[0118] After that, as shown in Fig. 9(f), when the special game for the big win that was put on hold while the internal movable body 90 is performing a specific operation is executed, the effect display device 11 starts to display the effect symbols of all columns in a variable manner, and the effect game starts. Then, as shown in Fig. 9(g), as the special game for the big win ends, the effect display device 11 displays the big win symbol combination in a fixed, stopped state. After this, the first big win game is awarded.

[0119] The effects of this embodiment will be described below. (1) When the internal movable body 90 performs a specific operation, even if an event such as a game ball entering the starting holes 12 and 13 does not occur, if the combination of performance symbols changes before and after the specific operation, there is a risk of misunderstanding that the combination of performance symbols has changed due to the operation of the internal movable body 90. However, if a game ball does not enter the starting holes 12 and 13 while the internal movable body 90 is performing a specific operation, the combination of performance symbols temporarily displayed on the performance display device 11 is the same before and after the specific operation. This suppresses misunderstanding, makes it easier to enjoy the fact that the internal movable body 90 has performed a specific operation, and makes it easier to improve interest.

[0120] (2) In the case where a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific action, the combination of effect symbols may change before and after the specific action. Therefore, if the combination of effect symbols changes before and after the specific action of the internal movable body 90, it is possible to identify that a game ball has entered the starting hole 12, 13, thereby suppressing a decrease in attention to the specific action of the internal movable body 90 and improving interest.

[0121] (3) In the case where the special game whose execution is suspended due to the entry of a game ball into the starting hole 12, 13 while the internal movable body 90 is performing a specific action is a special game which results in a jackpot, the symbol combination of the jackpot may be temporarily stopped and displayed on the performance display device 11 at the timing after the specific action is completed. Therefore, when the internal movable body 90 performs a specific action, the attention to the performance symbol combination that is temporarily stopped and displayed after the specific action is completed can be increased, thereby improving the interest. And if the symbol combination of the jackpot is actually temporarily stopped and displayed after the specific action of the internal movable body 90 is completed, the player can be surprised and the interest can be improved.

[0122] (4) The type of winning symbol combination that is temporarily displayed on the performance display device 11 after the specific action is completed differs depending on the type of winning game that is given after that. Therefore, even if the winning symbol combination is temporarily displayed after the specific action is completed, the player can enjoy noticing the type, thereby improving the interest.

[0123] (5) When a specific performance symbol combination is temporarily stopped and displayed on the performance display device 11, the internal movable body 90 may perform a specific action. For this reason, when a specific performance symbol combination is temporarily stopped and displayed, the player can enjoy watching whether the internal movable body 90 performs a specific action, thereby improving the interest.

[0124] In particular, the specific combination of symbols is a part of the combination of symbols in which the symbols of at least a part of the symbol rows are different from those of the other symbol rows. In other words, even if a combination of symbols that is not interesting for the player is displayed, the player is given an opportunity to enjoy it, and the interest of the player can be effectively improved.

[0125] (6) When the power supply starts, an initial operation of internal movable body 90 that performs a specific operation is performed. In this way, the specific operation can be performed using internal movable body 90 that has been confirmed by the initial operation to operate normally when the power supply starts, so that the interest can be increased by causing internal movable body 90 to perform the specific operation normally.

[0126] (7) During the execution of the special game, the volume can be adjusted by operating the buttons UB and DB. However, when the internal movable body 90 is performing a specific operation and the premium sound is being output from the speaker Sp, the volume cannot be adjusted even by operating the buttons UB and DB. In this way, by making the volume unadjustable when the premium sound is being output, it is possible to prevent the premium sound from being missed by adjusting the volume, and to increase the interest due to the specific operation of the internal movable body 90 and the output of the premium sound.

[0127] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. Regardless of whether a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the combination of performance symbols temporarily stopped and displayed on the performance display device 11 may be configured to be the same before and after the specific operation. For example, if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the combination of performance symbols temporarily stopped and displayed on the performance display device 11 may be configured to be the same before and after the specific operation.

[0128] Even if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the combination of the effect symbols temporarily displayed on the effect display device 11 may be different before and after the specific operation. For example, only when the special game in which the freeze effect is executed is a jackpot, the combination of the effect symbols temporarily displayed on the effect display device 11 may be different before and after the specific operation, even if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation. In this case, even if the game ball does not enter the starting hole 12, 13 while the specific operation is being performed, the player can enjoy noticing whether the combination of the effect symbols is different before and after the specific operation at the timing after the specific operation is completed.

[0129] Even if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, and the special game whose execution is suspended as a result of the ball entering is a special game that results in a jackpot, the display of the symbol combination of the jackpot may not be temporarily stopped at the timing after the specific operation is completed. For example, if the special game being executed is a special game that results in a jackpot, even if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation and the execution of the special game that results in a jackpot is suspended, the display of the symbol combination of the losing symbol may be temporarily stopped at the timing after the specific operation is completed. This makes it possible to prevent a series of effects in which a symbol combination of the jackpot is displayed after the specific operation of the internal movable body 90 is completed from being mistaken as effects aimed at the special game being executed.

[0130] Even if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, if the special game whose execution was suspended as a result of the ball entering is a special game whose result is a loss, the same combination of effect symbols may be temporarily stopped and displayed before and after the specific operation. In other words, only if a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, and the special game whose execution was suspended as a result of the ball entering is a special game whose result is a jackpot, a different combination of effect symbols may be temporarily stopped and displayed before and after the specific operation.

[0131] In the case where a different effect pattern combination is temporarily displayed before and after a specific action, the timing at which the effect pattern combination different from that before the specific action is temporarily displayed may not be after the specific action is completed. For example, the effect pattern combination different from that before the specific action may be temporarily displayed on the effect display device 11 at the timing when the internal movable body 90 starts moving from the effect position P2b to the original position P2a or at a timing thereafter. In this case, even during the period during which the internal movable body 90 is performing the specific action, the period from the original position P2a to the movement to the effect position P2b may be the period during which the pattern change lottery can be performed. In this way, the period during which the pattern change lottery can be performed may be the entire period during which the internal movable body 90 performs the specific action, or may be a part of the period during which the internal movable body 90 performs the specific action. The period during which the pattern change lottery can be performed may also be the period during which it is possible to determine that a different effect pattern combination is displayed before and after a specific action, triggered by the entry of a game ball into the starting hole 12, 13.

[0132] Regardless of whether the performance symbol combination is different before and after the specific operation of the internal movable body 90, the performance symbol combination that was temporarily displayed before the specific operation may be configured to continue to be temporarily displayed during the period when the internal movable body 90 is performing the specific operation. Also, regardless of whether the performance symbol combination is different before and after the specific operation of the internal movable body 90, the performance symbols of some or all of the pattern rows may be configured to be displayed variably during the period when the internal movable body 90 is performing the specific operation. For example, if the performance symbol combination is different before and after the specific operation of the internal movable body 90, the performance symbols of some or all of the pattern rows may be configured to be displayed variably during the period when the internal movable body 90 is performing the specific operation. On the other hand, for example, if the performance symbol combination is the same before and after the specific operation of the internal movable body 90, the performance symbol combination that was temporarily displayed before the specific operation may be configured to continue to be displayed variably during the period when the internal movable body 90 is performing the specific operation. In addition, for example, during the period during which the internal movable body 90 is performing a specific operation until the game ball enters the starting hole 12, 13, the display may be configured so that the display of the performance pattern combination that was temporarily stopped before the specific operation continues to be temporarily stopped. Also, for example, during the period during which the internal movable body 90 is performing a specific operation after the game ball enters the starting hole 12, 13, the display of the performance patterns of some or all of the pattern rows may be variably displayed. In this case, if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation, the display of the performance patterns of each pattern row will not be variably displayed, while the display of the performance patterns will be variably displayed when the game ball enters the starting hole 12, 13 while the internal movable body 90 is performing a specific operation.

[0133] The internal movable body 90 that operates in the freeze performance may not be the target of the initial operation. For example, the internal movable body 90 may be configured not to perform the initial operation with the start of power supply. Similarly, for example, the upper movable body 80 may be configured not to perform the initial operation with the start of power supply. In the above embodiment, the sub-CPU 51 is configured to be able to control the initial operation of the internal movable body 90 with the start of power supply. Incidentally, in the initial operation of the upper movable body 80, the upper movable body 80 operates from the original position P1a to the performance position P1b, as in the case of a jackpot game, and then operates from the performance position P1b to the original position P1a. Therefore, in the initial operation of the upper movable body 80, it can be considered that the upper movable body 80 performs the same operation as during a jackpot game. Similarly, in the initial operation of the internal movable body 90, the internal movable body 90 operates from the original position P2a to the performance position P2b, and then operates from the performance position P2b to the original position P2a. Therefore, in the initial movement of internal movable body 90, it can be understood that internal movable body 90 performs a specific movement.

[0134] In the case where different combinations of effect symbols are temporarily stopped before and after a specific action, the following may be configured. For example, after the end of a specific action, the combination of effect symbols that was temporarily stopped at the start of the specific action is temporarily stopped, and then the effect symbols of all the pattern rows are displayed in a variable manner, and then the combination of effect symbols that was temporarily stopped at the start of the specific action is displayed in a variable manner. In this way, even if different combinations of effect symbols are temporarily stopped before and after a specific action, the effect symbols of each pattern row are displayed in a variable manner, and then a combination of effect symbols that was temporarily stopped before the specific action may be displayed in a variable manner.

[0135] If the special game being played when the freeze effect is executed is a jackpot, the display may be configured to stop and display the symbol combination of the jackpot once at the timing after the specific operation is completed, even if the game ball does not enter the starting hole 12, 13 while the internal movable body 90 is performing a specific operation. Similarly, if the special game being played when the freeze effect is executed is a jackpot, the display may be configured to stop and display the symbol combination of the jackpot once at the timing after the specific operation is completed, even if the special game whose execution was suspended by the game ball entering the starting hole 12, 13 while the internal movable body 90 is performing a specific operation is a miss.

[0136] The start timing of the initial operation of the movable body provided on the front frame Y3 may be changed. For example, the initial operation of the upper movable body 80 and the initial operation of the internal movable body 90 may be configured to start at the same timing. Even if the initial operation of the upper movable body 80 and the initial operation of the internal movable body 90 do not start at the same timing, each initial operation may be performed in parallel. Also, the initialization notification sound or the backup recovery notification sound may be output from the speaker Sp during the entire period during which the initial operation of the internal movable body 90 is performed.

[0137] The initialization notification sound or the backup recovery notification sound may be output from the speaker Sp at a timing after the initial operation of the movable body starts. For example, in a case where a plurality of movable bodies are provided, the initialization notification sound or the backup recovery notification sound may be output from the speaker Sp after the initial operations of all the movable bodies are completed. In addition, the initial operation of the movable body may be started at a timing after the output of the initialization notification sound or the backup recovery notification sound is completed. In this case, the volume may be adjustable when the initial operation of the movable body is being performed, or the volume may be unadjustable when the initial operation of the movable body is being performed.

[0138] Even if a game ball enters the starting hole 12, 13 during the period when the initial operation of the internal movable body 90 is being performed, the presentation game may not be executed until at least the initial operation of the internal movable body 90 is completed. At this time, a special game may be executed. And, for example, when the initial operation of the internal movable body 90 is completed, the presentation game may be executed for the remaining variable time of the special game.

[0139] When a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing its initial operation, which moves from the original position P2a to the performance position P2b and then from the performance position P2b to the original position P2a, the following phenomenon is assumed to occur. When a game ball enters the starting hole 12, 13 while the internal movable body 90 is performing its initial operation, a special game is started, and the performance display device 11 starts the performance game. When the initial operation of the internal movable body 90 is completed during the execution of this performance game, it is assumed that the performance symbols of all the symbol rows are displayed variably in the performance display device 11, but after that, when the special game ends, the performance symbol combination is also displayed as a fixed stop in the performance game. At this time, if the executed special game is a special game that results in a jackpot, the jackpot symbol combination is displayed as a fixed stop in the performance game, but if the executed special game is a special game that results in a loss, the loss symbol combination that was temporarily displayed as a fixed stop in the performance game is finally displayed as a fixed stop. In this way, if a game ball enters the starting hole 12, 13 while the internal movable body 90 is moving from the original position P2a to the performance position P2b and then from the performance position P2b to the original position P2a, it is possible that the performance game is being executed at the timing when the internal movable body 90 returns to the original position P2a. In consideration of this, for example, if a game ball enters the starting hole 12, 13 while the internal movable body 90 is moving from the performance position P2b to the original position P2a and then from the performance position P2b to the original position P2a, the performance game may be started at the timing when the internal movable body 90 returns to the original position P2a or at a later timing.

[0140] In the above embodiment, the volume can be adjusted by operating the buttons UB and DB during the execution of the special game, but the volume can be adjusted only when the special game is not being executed. In other words, the volume can be configured to be unadjustable even if the buttons UB and DB are operated during the execution of the special game. In addition, for example, the volume can be configured to be unadjustable even if the buttons UB and DB are operated when the internal movable body 90 is performing a specific operation, regardless of whether the premium sound is being output. For example, the volume can be configured to be unadjustable even if the buttons UB and DB are operated during a part or all of the period during which the internal movable body 90 performs a specific operation. Also, for example, when the initial operation of each movable body 80, 90 is being performed, the volume can be configured to be unadjustable even if the buttons UB and DB are operated. For example, the volume can be configured to be unadjustable even if the buttons UB and DB are operated during a part or all of the period during which the initial operation of each movable body 80, 90 is being performed.

[0141] The adjustment value may be adjusted to the maximum value when the up button UB is pressed for a long time, and the volume may be adjusted to the maximum by pressing the up button UB for a long time.Similarly, the adjustment value may be adjusted to the minimum value when the down button DB is pressed for a long time, and the volume may be adjusted to the minimum by pressing the down button DB for a long time.

[0142] In the above embodiment, the volume of at least some of the initialization notification sound, the backup recovery notification sound, and the premium sound may be adjustable by operating the buttons UB and DB. Also, in the above embodiment, the volume of all sounds output from the speaker Sp may be adjustable by operating the buttons UB and DB.

[0143] The type of special symbol combination does not have to be one, but may be two or more. For example, a jackpot symbol combination consisting of symbols that imitate odd numbers (e.g., "111", "777") may be a special effect symbol combination. On the other hand, a jackpot symbol combination consisting of symbols that imitate even numbers (e.g., "222", "444") may be a non-special effect symbol combination.

[0144] The number and type of movable bodies provided in the pachinko gaming machine 10 may be changed. For example, the number of movable bodies may be one, or may be three or more. For example, the pachinko gaming machine 10 may be provided with only the internal movable body 90 among the upper movable body 80 and the internal movable body 90. In addition, the movable body that operates in the freeze performance may not be the internal movable body 90, and for example, the upper movable body 80 may be configured to operate in the freeze performance. Similarly, the movable body that operates during a jackpot game may not be the upper movable body 80, and for example, the internal movable body 90 may be configured to operate during a jackpot game.

[0145] In the above embodiment, a special game (hereinafter referred to as the first special game) executed based on a ball entering the first starting hole 12 and a special game (hereinafter referred to as the second special game) executed based on a ball entering the second starting hole 13 may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or the first and second special games may be executed in the order in which they were suspended, regardless of the type of the special game. The first special game may be configured to be executed with priority over the second special game. In addition, the first and second special games may be configured to be simultaneously executable, and, for example, a performance game corresponding to the first special game may be executed in a low base state, while a performance game corresponding to the second special game may be executed in a high base state. Also, for example, at least one of the type of jackpot and the determination rate of various jackpots determined when the first special game becomes a jackpot and when the second special game becomes a jackpot may be different.

[0146] The above embodiment may be applied to a pachinko game machine that performs a small win lottery in addition to a big win lottery. In general, if a small win is won in the small win lottery, the small win game is awarded after the special game ends. The gaming machine of the embodiment may be embodied as a pachinko game machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal gaming state (for example, a gaming state that is a low probability state and a low base state).

[0147] Pachinko gaming machines that can be controlled to a high probability state include a specification that controls the game to a high probability state until the next big win is awarded, a specification that controls the game to a high probability state until a big win lottery is won (falling machine), and a specification that controls the game to a high probability state until a predetermined number of special games are completed (ST machine). In addition, the pachinko gaming machines that can be controlled to a high probability state include a specification that controls the game to a high probability state when a game ball passes through a specific area (V probability change machine). The above embodiment may be embodied in a pachinko gaming machine of any of these specifications. In addition, the pachinko gaming machine may be a pachinko gaming machine of a specification that combines the above-mentioned falling machine and V probability change machine. In addition, the V probability change machine has a specification that has a single big prize opening and generates a specific round game in which the game ball is allowed to pass through a specific area. In addition, the V-type probability machine has a specification that generates a specific round game by providing a plurality of large prize winning ports consisting of a large prize winning port (V prize winning port) that is opened in a specific round game and a large prize winning port that is opened in a round game other than the specific round game. The pachinko game machine of the above embodiment may be embodied as a V-type probability machine of any of these specifications.

[0148] Even if a jackpot is not won, the high base state may be controlled when the number of times that the special game is executed within a predetermined period reaches a specified number. The number of times that the special game is executed within a predetermined period may be, for example, the number of times that the special game is executed without a jackpot being awarded after the control to the low probability state, or the number of times that the special game is executed without a jackpot being awarded after the jackpot game ends. For example, when the high base state is controlled when the number of times that the special game is executed within a predetermined period reaches a specified number, the high base state may be controlled until a special game is executed up to a predetermined upper limit number of times, or until a jackpot game is awarded before the special game is executed up to the upper limit number of times. However, when the high base state ends without a jackpot being awarded until the special game is executed up to the upper limit number of times, the high base state may not be controlled by the number of times that the special game is executed until a jackpot game is awarded. In addition, when the main RWM clear process is performed with the start of power supply, the number of times the special game is executed within a predetermined period may be initialized. In addition, even if the control to the high base state has already been completed with the trigger of the number of times the special game is executed within a predetermined period reaching a specified number, when the main RWM clear process is performed with the start of power supply, the control to the high base state may be configured to be possible with the trigger of the number of times the special game is executed within a predetermined period reaching a specified number after the start of power supply. In the case of the above configuration, for example, assume that the power supply is cut off after the high base state ends without a jackpot being awarded between the time when the number of times the special game is executed within a predetermined period reaching a specified number and the time when the upper limit number of special games are executed. After that, when the return process is performed with the start of power supply, a configuration may be configured to perform an effect that can specify that the control to the high base state has already been completed with the trigger of the number of times the special game is executed within a predetermined period reaching a specified number.This "presentation that can identify that control to a high base state has been completed when the number of times a special game has already been executed within a specified period of time has reached a prescribed number" may be configured to be executed in some or all of the presentation devices including the presentation display device 11, the decorative lamp La, and the speaker Sp.

[0149] The special symbols that can be displayed as a fixed stop when the big win lottery is not won may have a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a chance symbol). When the chance symbol is displayed as a fixed stop in the special game in the low base state, the display of the chance symbol may be used as a trigger to control to the high base state. At this time, for example, when the internal movable body 90 is performing a specific operation, if the execution of the special game in which the chance symbol is displayed as a fixed stop in the low base state is suspended, a different performance symbol combination may be displayed as a fixed stop before and after the specific operation. At this time, the performance symbol combination that is displayed as a fixed stop at the timing after the specific operation is completed may be, for example, a performance symbol combination that is displayed as a fixed stop in the performance game when the high base state is controlled as a trigger to control to the high base state in the event that the chance symbol is displayed as a fixed stop in the special game.

[0150] The above embodiment may be applied to a gaming machine in which a setting value can be set from among a plurality of setting values. In such a gaming machine, a jackpot lottery is held with a winning probability according to the set setting value. That is, the above embodiment may be applied to a gaming machine in which a setting value can be set from among setting values ​​that define the winning probability of a plurality of types of jackpot lotteries. In a gaming machine in which a setting value can be set, the setting value may be controlled to a setting change state in which the setting value can be changed with the start of power supply. In addition, in a gaming machine in which a setting value can be set, the setting value may be controlled to a setting confirmation state in which the setting value can be confirmed with the start of power supply. For example, the gaming machine may be provided with an operation means for setting a setting value (hereinafter, referred to as a setting operation means), and may be configured to be controlled to a setting change state when both the setting operation means and the RWM clear switch CS are operated when power supply is started. Then, after the setting change state ends, the main RWM clear process in the above embodiment may be performed. On the other hand, for example, when the setting operation means is operated but the RWM clear switch CS is not operated when power supply is started, the setting confirmation state may be controlled. Then, after the setting confirmation state ends, the return process in the above embodiment may be performed. When the setting change state is entered, a sound that can identify that the setting change state has been entered (hereinafter, referred to as a setting change notification sound) may be output from the speaker Sp. Also, the volume may be made unadjustable during a part or the entire period during which the setting change notification sound is being output.

[0151] The above embodiment may be embodied in a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the above embodiment may be embodied in a pachinko game machine in which a physical game medium is not paid out (a so-called managed game machine). Such a pachinko game machine is configured to convert a game ball that can be launched by using the virtual medium, and to be able to launch the game ball.

[0152] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 11, a light emission control substrate that specializes in controlling the decorative lamp La, and a sound control substrate that specializes in controlling the speaker Sp may be provided separately from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate.

[0153] In the above embodiment, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Also, in the above modified example, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form a single board or multiple boards.

[0154] The information display panel 22 may be provided with a right-hit display section that notifies the player of the strength of the launch of the game balls. The information display panel 22 may be provided with a remaining number display section that displays the remaining number of prize balls to be paid out to the player. The information display panel 22 may be provided with a round number display section that displays the number of rounds played during a jackpot game. In addition, the various display sections of the information display panel 22 do not need to be provided on the same member (the information display panel 22 in the above embodiment), and for example, some or all of the display sections may be provided on a member separate from the other display sections.

[0155] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (i) The device is equipped with a sound control means for controlling a sound output means and an operable operating means, and is configured so that the volume of at least some of the sounds output from the sound output means can be adjusted by operating the operating means. While the volume can be adjusted by operating the operating means while a variable game is being played, it may be impossible to adjust the volume during some or all of the period when the movable body is performing the specific motion.

[0156] (b) In the performance game, a winning performance pattern combination is displayed upon completion of a variable game which is executed based on a jackpot being won in a jackpot lottery, while a losing performance pattern combination is displayed upon completion of a variable game which is executed based on a non-winning jackpot in a jackpot lottery. A losing performance pattern combination is a performance pattern combination in which the performance patterns of at least some of the multiple pattern columns are different from the performance patterns of the other pattern columns, and when a specific performance pattern combination among the performance pattern combinations in which the performance patterns of at least some of the multiple pattern columns are different from the performance patterns of the other pattern columns is displayed on the display means, the movable body may perform the specific action.

[0157] (c) The movable body is configured to move in front of the display means when it performs the specific motion, and during at least a portion of the period during which the movable body performs the specific motion, part or all of the performance pattern is invisible when viewed from the front.

[0158] (ii) A gaming machine in which a jackpot game is awarded after a variable game ends if a jackpot is won in a jackpot lottery triggered by a gaming ball entering a starting hole, the gaming machine comprising: a movable body; an operation control means for controlling the operation of the movable body; a display means; and a display control means for controlling the display means, the display means being capable of displaying a performance pattern combination of performance patterns of a plurality of pattern rows when the variable game is not being executed, and being capable of displaying a performance game in which the performance patterns of the plurality of pattern rows are variably displayed when the variable game is being executed, the movable body being capable of performing a specific action, and if a gaming ball does not enter the starting hole while the movable body is performing the specific action, the performance pattern combination displayed on the display means is the same before and after the specific action, whereas if a gaming ball enters the starting hole while the movable body is performing the specific action, the performance pattern combination displayed on the display means may be different before and after the specific action.

[0159] (E) A gaming machine as described in technical idea (D) which is provided with a jackpot type determination means for determining the type of jackpot game, and is configured to be able to suspend the execution of a variable game when a gaming ball enters the starting hole, and in the jackpot game, a jackpot performance symbol combination is displayed upon completion of a variable game which is executed based on a jackpot being won in a jackpot lottery, while a losing performance symbol combination is displayed upon completion of a variable game which is executed based on a failure to win a jackpot in a jackpot lottery, and if a gaming ball enters the starting hole while the movable body is performing the specific action, and if the variable game whose execution has been suspended as a result of the ball entering is a variable game which results in a jackpot, the performance symbol combination for the jackpot may be displayed on the display means at the timing after the specific action has ended, and the type of performance symbol combination for the jackpot displayed on the display means at the timing after the specific action has ended may differ depending on the type of jackpot game to be awarded thereafter.

[0160] (F) A gaming machine described in technical idea (D) or technical idea (E), wherein the operation control means is configured to be capable of controlling the initial operation of the movable body performing the specific operation upon the start of power supply. [Explanation of symbols]

[0161] 10... Pachinko game machine 11... Performance display device 12... First start port 13... Second start port 14... Big prize port 22... Information display panel 40... Main board 41... Main CPU 42... Main ROM 43... Main RWM 50... Sub board 51... Sub CPU 52... Sub ROM 53... Sub RWM 60...power supply unit 60a...power switch 80...upper movable body 90...internal movable body DB...down button EA1...first performance actuator EA2...second performance actuator GS1...first home position sensor GS2...second home position sensor La...decorative lamp Sp...speaker UB...up button

Claims

[Claim 1] In a gaming machine configured to be able to execute a variable game after a starting condition is established, A sound output means; a sound control means for controlling the sound output means; An operable operating means; A movable body, A motion control means for controlling the motion of the movable body; A derivation means capable of deriving a symbol combination upon completion of a variable game; A derivation control means capable of executing control regarding the derivation of a symbol combination; A reward providing means capable of controlling the provision of a reward, The movable body is capable of performing a specific action, When the start condition is not satisfied while the movable body is performing the specific operation, the symbol combinations derived by the deriving means are the same before and after the specific operation, When the start condition is satisfied while the movable body is performing the specific operation, the symbol combination derived by the deriving means may be different before and after the specific operation, When the start condition is satisfied while the movable body is performing the specific operation, if a specific symbol combination is derived after the specific operation, a bonus is then awarded; The sound output from the sound output means includes a predetermined sound and a specific sound, The specific sound is a sound that can be output during execution of a variable game based on a specific win, a volume at which the predetermined sound is output can be adjusted by operating the operating means; The volume at which the specific sound is output cannot be adjusted by operating the operating means; when the movable body is performing the specific motion and the specific sound is not being output from the sound output means, the volume at which the predetermined sound is output can be adjusted by operating the operation means; This gaming machine is characterized in that when the movable body is performing the specific action and the specific sound is being output from the sound output means, the volume at which the predetermined sound is output cannot be adjusted even by operating the operating means.

Citation Information

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