Gaming Machines

By introducing the trailer function and power assist device of symbolic change game in the game console, the problem of lack of innovation in the mobile performance of the game console is solved, and the fun and player experience of the game are improved.

JP7627504B2Active Publication Date: 2025-02-06NEWGIN KK
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Patent Information

Application Number
JP2023011030
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-27
Publication Date
2025-02-06
Estimated Expiration
2043-01-27

AI Technical Summary

Technical Problem

The lack of innovative means of existing gaming consoles when performing mobile performance, resulting in insufficient fun games.

Method used

By introducing the function of storing unstarted symbolic changes in the game console and providing preview effects before the game starts, power assist devices, performance execution devices and preview control devices can be used to achieve different performance states and operating states to enhance the gaming experience.

Benefits of technology

It improves the appeal and fun of the game, and enhances players' sense of participation and expectation through trailers and dynamic effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: When a first operational state is present in a first performance state, and a second performance state different from a first performance state is then brought in, a movable performance can be executed in a second operational state different from the first operational state. When an execution of a read-ahead vibration performance is determined, the read-ahead vibration performance is executed during executions of one or more variation games which are executed before a start of a specific variation game triggering the determination of the execution of the read-ahead vibration performance. After the execution of the read-ahead vibration performance is determined, and after electric power supply to the game machine is interrupted and the electric power supply is then returned, the read-ahead vibration performance is not executed before the start of the specific variation game, and an after-returning vibration performance can be executed in an execution of the specific variation game.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] In a conventional pachinko game machine, which is an example of a gaming machine, a variable game is executed based on a predetermined lottery result, and various effects are executed in relation to the variable game. One example of the effects is a moving effect that is executed by applying power to a moving means. For example, the gaming machine of Patent Document 1 is equipped with an operation button that can be operated by a player as an example of a moving means, and is capable of executing a vibration effect that vibrates the operation button as an example of a moving effect when the operation of the operation button is accepted during a game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-054041 A Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, it is expected that interest in games will be increased by putting more effort into implementing moving effects. [Means for solving the problem]

[0005] The gaming machine that solves the above problem stores a symbol change game that has not yet started as a reserved memory, and is capable of executing a look-ahead performance that suggests the possibility of a win before the symbol change game based on the reserved memory is started, and is equipped with a power applying means that applies power, a performance execution means that executes a performance, and a look-ahead performance control means that controls the look-ahead performance, and the performance execution means includes an operating means to which power is applied from the power applying means, and the operating means is capable of executing an operation performance, and the state related to the performance includes a first performance state and a second performance state as performance states in which the performance manner of the sound performance is different, and the state related to the operation of the operating means includes a first operating state and a second operating state, and the state related to the operation of the operating means in the first performance state is in the first operating state, when it becomes the second presentation state different from the first presentation state, the operation means sets the operation state different from the first operating state, and when the look-ahead presentation control means determines to execute an operation presentation executable in one or more manners as the look-ahead presentation, when the symbol change game that triggered the determination of the execution of the operation presentation is set to a specific variation game, the look-ahead presentation control means executes the operation presentation during the execution of one or more symbol change games executed before the start of the specific variation game, and after the execution of the operation presentation is determined as the look-ahead presentation, when the power supply to the gaming machine is cut off and then the power supply is resumed, the operation presentation is not executed before the start of the specific variation game, and the operation presentation can be executed during the execution of the specific variation game. The first presentation state can be changed to the second presentation state by a player's adjustment. The gist of this paper is as follows. Effect of the Invention

[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 3]FIG. 13(a) is a diagram showing steps of volume levels, and FIG. 13(b) is a diagram showing steps of vibration levels. [Figure 4] FIG. 13 is a diagram showing vibration levels corresponding to volume levels. [Diagram 5] 13(a) to (c) are diagrams showing an example of a state before and after adjustment of a volume level, and (d) and (e) are diagrams showing an example of a state before and after adjustment of a vibration level. FIG. [Figure 6] A figure showing the display state of the performance display device during a period in which the volume level and vibration level can be adjusted. [Figure 7] FIG. 13 is a diagram showing a vibration effect pattern. [Figure 8] 13A and 13B are timing charts showing an example of a case where a pre-reading vibration effect is performed. [Figure 9] 13A and 13B are timing charts showing an example of a case where a press vibration effect is performed. [Figure 10] 13 is a timing chart showing an example of a case where a vibration effect is performed after recovery. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.

[0009] The pachinko gaming machine 10 includes a launch handle HD. For example, the launch handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, the game ball is launched toward the game area YBa with a strength according to the operation amount (rotation amount) of the launch handle HD.

[0010] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute a performance that outputs a predetermined sound (hereinafter, referred to as a sound performance). The predetermined sound is a piece of music, a sound effect, or the like.

[0011] The pachinko game machine 10 is equipped with a decorative lamp LA. For example, the decorative lamp LA is provided on the front surface of the mounting frame 11b. The decorative lamp LA can perform effects (hereinafter, referred to as light-emitting effects) by turning on, blinking, and turning off a built-in light-emitting body (not shown).

[0012] The pachinko gaming machine 10 includes a first button BT1 and a second button BT2. The first button BT1 and the second button BT2 are provided on the front surface of the mounting frame 11b at positions that can be operated by the player. The first button BT1 and the second button BT2 are push buttons that can be pressed down. The first button BT1 is a single button that can be displaced by operation. On the other hand, the second button BT2 includes multiple buttons such as an up button UBT, a down button DBT, a left button LBT, and a right button RBT.

[0013] The pachinko gaming machine 10 is equipped with a vibration motor MT (see FIG. 2). The vibration motor MT is configured to be capable of vibrating. The first button BT1 is configured to be capable of executing a vibration effect, which is an example of a moving effect, by being powered (vibration is transmitted) from the vibration motor MT. The vibration motor MT is an example of a power providing means that provides power. The first button BT1 is an example of an operation means capable of performing a predetermined operation, and is an example of a moving means.

[0014] The first button BT1 is equipped with a first operation sensor. The first operation sensor outputs an operation signal when it detects an operation of the first button BT1. The second button BT2 is equipped with a second operation sensor. The second operation sensor outputs an operation signal when it detects an operation of the second button BT2 (up button UBT, down button DBT, left button LBT, and right button RBT).

[0015] A play area YBa having a substantially circular shape in a front view is defined on the front surface of the play board YB. The play board YB is mounted on the mounting frame 11b so that the play area YBa can be seen through the frame window 11c. A display window YBb is formed in the approximate center of the play area YBa.

[0016] The pachinko game machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, a predetermined symbol is displayed variably, and finally, a special symbol is displayed as a fixed stop. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, the term "variable display" refers to a state in which the type of the displayed symbol changes over time. In this specification, the term "fixed stop display" refers to a state in which the symbol is fixedly displayed as a fixed stop, and the type of the displayed symbol does not change. Regarding the symbols, "determined stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a jackpot symbol, which is an example of a jackpot display result, and a miss symbol, which is an example of a miss display result. The special symbols may include a small win symbol, which is an example of a small win display result. In the pachinko gaming machine 10, when a jackpot is won in a special symbol winning lottery (hereinafter referred to as a special winning lottery), the jackpot symbol is derived in the special game, and the jackpot game is awarded after the end of the special game for the jackpot.

[0017] The pachinko game machine 10 includes a first special reservation display device 19c and a second special reservation display device 19d as display devices that display information that can identify the reserved number of special games. The first special reservation display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the first special reservation number). The second special reservation display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the second special reservation number). As an example, the upper limit values ​​of the first special reservation number and the second special reservation number are each 4.

[0018] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is displayed variably, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In this embodiment, when a winning lottery for a winning normal symbol (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal reservation display device 19f. The normal reservation display device 19f displays information that can specify the number of normal games (normal reservation number) whose execution is reserved because the reservation condition is satisfied but the start condition is not yet satisfied.

[0019] The pachinko gaming machine 10 is equipped with a performance display device EH. The performance display device EH has an image display area R capable of displaying an image. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The performance display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The performance display device EH can execute a performance (hereinafter referred to as a display performance) that displays an image that resembles a specified character or letter.

[0020] The performance display device EH displays a performance symbol variation game (hereinafter referred to as a performance game) as one of the display performances. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and finally a combination of performance symbols (hereinafter referred to as a symbol combination) is derived. The performance symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display performance. As an example, the performance game of this embodiment is performed by varying (scrolling) the performance symbols of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction, respectively.

[0021] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination according to the special symbol derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination is derived in the presentation game. The big win symbol combination is a symbol combination in which the presentation symbols in all columns are the same, such as "777". When a losing symbol is derived in the special game, a losing symbol combination is derived in the presentation game. The losing symbol combination is, for example, a symbol combination in which the presentation symbols in at least some columns are different from the presentation symbols in the other columns, such as "778" or "787". In this specification, the "temporary stop display" is a temporary stop state before the presentation symbols are displayed in a definite stop state, such as a fluctuating display. In this way, the pachinko game machine 10 has a special game and a presentation game executed in response to the special game. In the following description, the special game and the effect game are collectively referred to as a “variable game.” The variable game is an example of a symbol variable game.

[0022] In the presentation game, a reach presentation may be executed. The reach presentation is a presentation that forms a reach in the presentation game and ultimately leads to a predetermined symbol combination. The reach is a state in which the same presentation symbol is temporarily displayed in a plurality of specific symbol rows (for example, the left symbol row and the right symbol row), and the presentation symbol is continuously displayed in a variable manner in other symbol rows (for example, the middle symbol row). The reach presentation includes a normal reach presentation (hereinafter, referred to as NR presentation) and a super reach presentation (hereinafter, referred to as SR presentation) that has a higher expectation of a jackpot game being awarded after the variable game ends (hereinafter, referred to as jackpot expectation) than the NR presentation.

[0023] The pachinko gaming machine 10 has a first start hole 12. The first start hole 12 is always open so that a gaming ball can be inserted. The pachinko gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start hole 12 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.

[0024] The pachinko game machine 10 has a second start port 13 that opens to the game area YBa. The pachinko game machine 10 has a second start sensor SE2 that detects a game ball that has entered the second start port 13 (see FIG. 2). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is established. The pachinko game machine 10 has a normal variable member 13a that can be operated in an open state in which the game ball can enter the second start port 13, and a closed state in which the game ball cannot enter the second start port 13. The closed state may be a state in which the game ball can enter the second start port 13, but is more difficult to enter than the open state. The pachinko game machine 10 has a normal solenoid SL1 as an example of a means for operating the normal variable member 13a (see FIG. 2). The normal variable member 13a is operated to the open state during normal winning play.

[0025] The pachinko game machine 10 has a big prize opening 14 that opens to the game area YBa. The pachinko game machine 10 has a special variable member 14a, which is an example of a means operable between an open state in which the game ball can enter the big prize opening 14 and a closed state in which the game ball cannot enter the big prize opening 14. The closed state may be a state in which the game ball can enter the big prize opening 14, but is more difficult to enter than the open state. The pachinko game machine 10 has a special solenoid SL2, which is an example of a means for operating the special variable member 14a (see FIG. 2). The special variable member 14a is operated to the open state in a game in which a special symbol is won. The pachinko game machine 10 has a count sensor SE3 that detects the game ball that has entered the big prize opening 14 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.

[0026] The pachinko gaming machine 10 is provided with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is provided with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 2). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, a reserve condition for a normal game can be established, but a payout condition for prize balls is not established.

[0027] In this embodiment, the performance display device EH, the speaker SP, the decorative lamp LA, and the first button BT1 are each a performance device that executes a performance, and these constitute a performance device group DE, which is an example of a performance execution means (see FIG. 2). The performance execution means is not limited to including all of the performance display device EH, the speaker SP, the decorative lamp LA, and the first button BT1, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.

[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, a ball entry assistance function that assists the entry of a game ball into the second starting hole 13, and a time reduction function that shortens the variation time of the special game. The game state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0029] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability change function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability change state (probability change state)."

[0030] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry rate states, which are states in which the ball entry rate of game balls into the second starting hole 13 is different. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to establish the start conditions for the second special game. For this reason, the high ball entry rate state is an advantageous state for the player.

[0031] For example, the high ball entry rate state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of multiple controls. The first control is a control that shortens the fluctuation time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal winning probability in the normal winning lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform the normal winning lottery itself in the low ball entry rate state, but performs the normal winning lottery with a predetermined probability in the high ball entry rate state. The third control is a control that makes the total opening time of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state. Note that, as the third control, at least one of the control that makes the number of openings of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state and the control that makes the opening time of one normal winning game longer than in the low ball entry rate state may be performed.

[0032] Next, the time-saving function (hereinafter, referred to as the time-saving function) will be described. The pachinko game machine 10 has a plurality of time-varying states in which the variation time (average variation time) of the special game is different. The plurality of time-varying states include a long variation time state and a short variation time state in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the time-varying state transitions from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. In other words, the efficiency of consuming reserved special games is improved. In this embodiment, the time-varying function is activated in conjunction with the ball-striking assist function. In other words, the time-varying function is activated together with the ball-striking assist function, and is deactivated together with the ball-striking assist function.

[0033] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all not activated. The first advantageous state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all activated. The second advantageous state is a game state in which the probability variable function is not activated, while the ball entry assist function and the time-saving function are activated. The pachinko game machine 10 is not limited to having three game states, and some or all of them may be different game states in which the function to be activated among the probability variable function, the ball entry assist function, and the time-saving function is changed. In addition, the game state may be one or two, or may be four or more.

[0034] Next, we will explain about the jackpot. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0035] In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that can specify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the jackpot winning hole 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the hole or when a predetermined upper limit time has elapsed. In the round game, the jackpot winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the ending time elapse.

[0036] In the pachinko game machine 10, the game state after the end of the jackpot game is controlled according to the type of the jackpot pattern (type of jackpot). As an example, it is determined that the specific pattern is controlled to the first advantageous state after the end of the jackpot game until the next jackpot game is awarded. It is determined that the normal pattern is controlled to the second advantageous state after the end of the jackpot game until the end of a special game with a predetermined number of operations or until the next jackpot game is awarded. Not limited to this, the game state after the end of the jackpot game may be controlled to the first advantageous state on the condition that the game ball that entered the big prize winning hole 14 has passed through a specific area (so-called V zone), and the game state after the end of the jackpot game may be controlled to the second advantageous state on the condition that the game ball has not passed through the specific area.

[0037] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information related to games (hereinafter referred to as game information) even if the power supply from an external power source is cut off, and enables recovery based on the stored information when the power supply is started again. Although the details will be described later, the game information to be backed up includes information related to special games, information related to big win games, information related to the game status, and information related to presentation.

[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 2, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.

[0039] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, an RWM 43, a random number generating circuit 44, and an RWM clear switch 45. The CPU 41 executes a main control program to execute processes related to the progress of the game. The ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of the special game.

[0040] The variation patterns include a jackpot variation pattern, a miss-reach variation pattern, and a miss variation pattern. The jackpot variation pattern includes a variation pattern in which an NR performance is performed in a performance game, and a jackpot symbol combination is ultimately derived, and a variation pattern in which an NR performance is performed, and then an SR performance is performed, and then a jackpot symbol combination is ultimately derived. The miss-reach variation pattern includes a variation pattern in which an NR performance is performed in a performance game, and then an SR performance is performed, and then a miss symbol combination is ultimately derived. The miss variation pattern includes a variation pattern in which a reach performance is not performed in a performance game, and then a miss symbol combination is ultimately derived. The RWM 43 stores various information that is rewritten according to the processing result of the CPU 41. As an example, the information stored by the RWM 43 is a flag, a counter, a timer, and the like. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be capable of generating software random numbers by random number generation processing by the CPU 41. The RWM clear switch 45 is an operation unit configured to enable an operation to instruct initialization of main backup information and secondary backup information backed up by a backup function described later. The RWM clear switch 45 is turned on by a push operation, and turned off when not pushed. The CPU 41 can input an operation signal to be output when the RWM clear switch 45 is turned on. The RWM clear switch 45 is operated manually by, for example, a manager of the game center or a worker during manufacturing.

[0041] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input detection signals output by each of the sensors SE1 to SE4 when they detect a gaming ball. The main board 40 is connected to the multiple display units 19a to 19f. The CPU 41 can control the display contents of the multiple display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening state of the second start opening 13 and the big winning opening 14.

[0042] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the performance. The ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The ROM 52 stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, sound performance data used for sound performance, and vibration performance data used for vibration performance. The RWM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. As an example, the information stored in the RWM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by a random number generation process by the CPU 51. The sub-substrate 50 may include a random number generation circuit and be able to generate hardware random numbers.

[0043] The sub-substrate 50 is connected to the performance display device EH. The CPU 51 can control the display contents of the performance display device EH. The sub-substrate 50 is connected to a speaker SP. The CPU 51 can control the output contents of the speaker SP. The sub-substrate 50 is connected to a decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA.

[0044] The sub-board 50 is connected to the first button BT1 and the second button BT2 (up button UBT, down button DBT, left button LBT, and right button RBT). The CPU 51 can input an operation signal to be output when the first button BT1 is operated. The CPU 51 can input an operation signal to be output when the second button BT2 is operated. The CPU 51 is connected to a vibration motor MT. The CPU 51 can drive the vibration motor MT to transmit vibration to the first button BT1, thereby executing a vibration effect.

[0045] The sub-substrate 50 includes an adjustment switch 54. The adjustment switch 54 is a means for setting a range (hereinafter, referred to as an adjustment range) in which the volume of the sound output from the speaker SP and the strength of the vibration of the vibration motor MT can be changed by operating the second button BT2. In this embodiment, the adjustment switch 54 is mounted on the sub-substrate 50, and therefore cannot be accessed unless the mounting frame 11b is opened. Therefore, in principle, the adjustment switch 54 can be said to be a means that can be operated by a game center manager or the like who can open the mounting frame 11b. The adjustment switch 54 is configured to be able to select any one of a plurality of adjustment ranges. The CPU 51 is connected to the adjustment switch 54. The CPU 51 can input a setting signal that can specify the adjustment range selected by operating the adjustment switch 54. In one example of this embodiment, the adjustment switch 54 is a knob type, but is not limited to this, and may be a dip switch type or a button type.

[0046] The pachinko gaming machine 10 is equipped with a power supply unit 60 on the rear side of the game board YB. The power supply unit 60 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is equipped with a power switch 61. The pachinko gaming machine 10 is configured so that it can be turned on by starting to supply power to the power supply unit 60 while the power switch 61 is on, or by turning on the power switch 61 while power is being supplied.

[0047] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the RWM 43 of the main board 40 and the RWM 53 of the sub-board 50 even after the power supply is stopped. The RWM 43 and the RWM 53 can retain the stored contents when the power supply is stopped even after the power supply is stopped by receiving the power supply from the backup power supply 62. For example, the RWM 43 and the RWM 53 may be non-volatile memories that can retain the stored contents even when not receiving the power supply, and thus can retain the stored information even after the power supply is stopped.

[0048] The pachinko gaming machine 10 is equipped with a backup function. The backup function enables the pachinko gaming machine 10 to retain information on game control stored in the RWM 43 (hereinafter referred to as main backup information) and information on game control stored in the RWM 53 (hereinafter referred to as secondary backup information) for a predetermined period even if the power supply is stopped. Then, when the power supply is started, the pachinko gaming machine 10 can recover based on each backup information.

[0049] The main backup information includes information on the special game, information on the jackpot game, and information on the game state. The information on the special game includes, for example, information that can identify the results of the special win lottery and the normal win lottery, information that can identify the variation pattern, information that can identify the special symbol derived in the special game, information that can identify the variation time being measured during the execution of the special game, and information that can identify the number of reserved games for the special game. The information on the jackpot game includes information that can identify the progress of the jackpot game. The information on the game state includes information that can identify the probability state, information that can identify the ball entry rate state, and information that can identify the variation time state. The secondary backup information includes information on the performance. The information on the performance includes the setting value of the execution flag that indicates the execution state of the look-ahead vibration performance described later, and information on the number of remaining games that can identify the number of remaining games until the variation game that triggered the execution of the look-ahead vibration performance. The predetermined period is the period until the backup power source 62 (for example, an electric double layer capacitor) is discharged and the backup power source 62 becomes unable to supply power.

[0050] Next, various processes performed by the CPU 41 will be described. When the CPU 41 is started by the start-up process at the time of power-on, the CPU 41 executes the power-on process. As an example, when the CPU 41 is powered on with the RWM clear switch 45 operated, the CPU 41 initializes the main backup information backed up in the RWM 43 by the backup power supply 62. On the other hand, when the CPU 41 is powered on with the RWM clear switch 45 not operated, the CPU 41 does not initialize the main backup information. Thereafter, in the power-on process, the CPU 41 outputs start-up information (for example, a start-up command) capable of identifying that the main board 40 has started up to the sub-board 50. As an example, the start-up information is either information indicating that the start-up has been accompanied by initialization of the main backup information (for example, an initialization command) or information indicating that the start-up has been carried out without initialization of the main backup information (for example, a power restoration command).

[0051] The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes which are performed at predetermined control cycles (for example, 4 ms). The special symbol input process will be described.

[0052] The CPU 41 judges whether or not the game ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the CPU 41 judges whether or not the first special reserved number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the CPU 41 adds 1 to the first special reserved number to update it. The CPU 41 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start sensor SE1 when the first special reserved number is less than the upper limit number.

[0053] Next, the CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers are winning random numbers used in a special winning lottery, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is satisfied.

[0054] When the random number information for the first special game is stored in the RWM43, if the game ball has not entered the first start hole 12, and if the first special reserved number is not less than the upper limit number, the CPU41 determines whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the CPU41 determines whether the second special reserved number stored in the RWM43 is less than the upper limit number (4 in this embodiment). If the second special reserved number is less than the upper limit number, the CPU41 adds 1 to the second special reserved number to update it. The CPU41 controls the second special reserved display device 19d to display information that can identify the updated second special reserved number. In this way, the reserved condition for the second special game is established when the game ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.

[0055] Next, the CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information used for the second special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the RWM 43, if a game ball has not entered the second start hole 13, and if the number of second special reserved games is not less than the upper limit number, the CPU 41 ends the special symbol input process.

[0056] In the special symbol input process, the CPU 41 performs a command setting process when the random number information for the first special game is stored in the RWM 43. The command setting process is a process included in the special symbol input process.

[0057] In the command setting process, the CPU 41 determines whether the value corresponding to the acquired winning random number is a winning value that will win the special winning lottery described later, or a losing value that will not win the special winning lottery. Next, in the case of a winning value, the CPU 41 specifies a winning fluctuation pattern to be selected from the winning fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a winning prediction command as a control command in the output buffer based on the specified content. The winning prediction command can specify information indicating the first special reserved number when the random number was acquired, information indicating that the value corresponding to the acquired winning random number is a winning value, and information indicating the winning fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.

[0058] On the other hand, in the case of a losing value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of losing fluctuation patterns and losing reach fluctuation patterns based on a numerical value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a losing read-ahead command as a control command in an output buffer based on the specified content. The losing read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a losing value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.

[0059] The big win pre-read command or the loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process from the next cycle onwards. The command setting process of this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the big win pre-read command or the loss pre-read command performs processing related to the second special game in the special symbol input process described above. In the following description, when the big win pre-read command and the loss pre-read command are not distinguished from each other, they are referred to as "pre-read commands". In the command setting process of this embodiment, a variation pattern indicating the variation content (including the variation time) of the symbol variation game (first special game) whose execution is suspended is specified every time the CPU 41 and the first start sensor SE1 detect a game ball.

[0060] Next, the special symbol start process will be described. The CPU 41 judges whether or not the start condition of the special game is met. The CPU 41 judges positively when the jackpot game is not being played and the special game is not being executed. The CPU 41 judges negatively when the jackpot game is being played or the special game is being executed. When the start condition of the special game is not met, the CPU 41 ends the special symbol start process. When the start condition of the special game is met, the CPU 41 judges whether or not the second special reserved number is greater than zero. When the second special reserved number is zero, the CPU 41 judges whether or not the first special reserved number is greater than zero. When the first special reserved number is zero, the CPU 41 ends the special symbol start process.

[0061] If the first special reserved number is greater than zero, the CPU 41 performs a process to execute the first special game. Specifically, the CPU 41 updates the first special reserved number by subtracting 1. The CPU 41 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. The CPU 41 acquires the first stored random number information from the RWM 43 among the random number information for the first special game. The CPU 41 performs a special winning lottery (jackpot determination) to determine whether or not a jackpot has been won, using the winning random number identified from the acquired random number information. The CPU 41 performs a special winning lottery with a jackpot probability according to the current probability state (whether or not the special winning function is activated).

[0062] When a jackpot is won, the CPU 41 performs a jackpot variation process. In the jackpot variation process, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a jackpot variation pattern. After that, the CPU 41 ends the special pattern start process.

[0063] If the jackpot is not won, the CPU 41 performs a miss variation process. In the miss variation process, the CPU 41 determines a miss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a miss reach variation pattern with a reach or a miss variation pattern without a reach. After that, the CPU 41 ends the special symbol start process. In this embodiment, whether to execute a reach performance in the performance game is determined by determining a miss variation pattern or a miss reach variation pattern, but it is also possible to determine whether to execute a reach performance and determine either a miss reach variation pattern or a miss variation game depending on the result of the determination.

[0064] If the second special reserved number is greater than zero, the CPU 41 performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, except that the "first special game" is replaced with the "second special game" and the "first special reserved number" is replaced with the "second special reserved number," so a detailed description thereof will be omitted. In other words, the CPU 41 performs subtraction of the second special reserved number, a special winning lottery, and any of the variable processes based on the result of the special winning lottery, and then ends the special symbol start process.

[0065] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0066] When the special symbol start process is completed, the CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The CPU 41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the CPU 41 outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game to the sub-board 50.

[0067] When the second special game is executed, the CPU 41 controls the second special symbol display device 19b to start a variable display of a predetermined symbol. The CPU 41 measures a variable time determined in a variable pattern. When the variable time determined in a variable pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time determined in a variable pattern has elapsed, the CPU 41 outputs a variable end command to the sub-board 50.

[0068] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, the CPU 41 executes the jackpot game process after the end of the jackpot special game. The 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. The CPU 41 awards the specified type of jackpot game.

[0069] First, the CPU 41 outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-substrate 50. When the opening time has elapsed, the CPU 41 performs a process for executing a round game. That is, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the big win opening 14, thereby ending the round game. The CPU 41 repeats such a process for executing a round game until the upper limit number of round games set for the big win game is ended. The CPU 41 outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of the round game to the sub-substrate 50 every time a round game is started.

[0070] When the final round of play ends, the CPU 41 outputs a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the sub-substrate 50. When the ending time has elapsed, the CPU 41 ends the big win game. The CPU 41 may be configured to output a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the sub-substrate 50.

[0071] The process of controlling to the standby state will be described. When both the first special reservation number and the second special reservation number are 0 (zero), the special game is not being executed, and the big win game is not being executed, the CPU 41 controls to a standby state as a standby period. That is, the standby state in this embodiment is a period in which the special game is not being executed, and the big win game is not being executed. When controlled to the standby state, the CPU 41 outputs a control command (hereinafter, referred to as a demo command) that can identify the standby state to the sub-board 50. This demo command is a command for executing a standby performance in the standby state. The standby performance is a performance for obtaining a customer-attracting effect by notifying that the pachinko game machine 10 is in a standby state, for example, by using the performance display device EH.

[0072] The probability transition process for transitioning the probability state will now be described. When the CPU 41 ends a jackpot game based on a specific symbol, the CPU 41 stores a high probability flag in the RWM 43. That is, the CPU 41 controls the state to a high probability state. On the other hand, when the CPU 41 ends a jackpot game based on a normal symbol, the CPU 41 does not store a high probability flag in the RWM 43. That is, the CPU 41 controls the state to a low probability state. When the CPU 41 starts a jackpot game and a high probability flag is stored, the CPU 41 erases the high probability flag. That is, the CPU 41 controls the state to a low probability state during a jackpot game.

[0073] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When the jackpot game based on the specific symbol and the jackpot game based on the normal symbol are finished, the CPU 41 stores an operation flag in the RWM 43. That is, the CPU 41 controls the state to a high ball entry rate state and a short fluctuation time state. When the special game in which the number of times the special game is executed after the jackpot game based on the normal symbol reaches the number of times of operation is finished, the CPU 41 erases the operation flag stored in the RWM 43. That is, when the special game of the operation number is finished after the jackpot game based on the normal symbol is finished, the CPU 41 controls the state to a low ball entry rate state and a long fluctuation time state. When the jackpot game is started and the operation flag is stored, the CPU 41 erases the operation flag. That is, the CPU 41 controls the state to a low ball entry rate state and a long fluctuation time state during the jackpot game. In addition, when the CPU 41 transitions the game state (probability state, ball entry rate state, and variable time state), it outputs to the sub-board 50 a control command (hereinafter referred to as a game state command) that can identify the game state after the transition.

[0074] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the start-up process performed when the power is turned on will be described. When a startup command (initialization command or power recovery command) is input, the CPU 51 executes startup processing. As an example, when an initialization command is input, the CPU 51 initializes the secondary backup information that has been backed up in the RWM 53 by the backup power supply 62. On the other hand, when a power recovery command is input, the CPU 51 does not initialize the secondary backup information.

[0075] The big win presentation process will be described. The jackpot performance process is a process for executing a performance during a jackpot game (hereinafter referred to as a jackpot performance). When an opening command is input, the CPU 51 controls the performance device group DE to execute an opening performance. When a round command is input, the CPU 51 controls the performance device group DE to execute a round performance. When an ending start command is input, the CPU 51 controls the performance device group DE to execute an ending performance. When an ending end command is input, the CPU 51 controls the performance device group DE to end the ending performance.

[0076] The effect game process will now be described. The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the CPU 51 inputs a variation start command and a special symbol command, the CPU 51 controls the presentation device group DE including the presentation display device EH so as to execute a presentation game corresponding to the special game. As an example, when the CPU 51 inputs a variation start command, the CPU 51 selects a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the control command. When the CPU 51 inputs a special symbol command, the CPU 51 determines a symbol combination to be derived in the presentation game based on a special symbol that can be specified from the command. When a jackpot symbol can be specified from the special symbol command, the CPU 51 determines a jackpot symbol combination. When a lose symbol can be specified from the special symbol command, the CPU 51 determines a lose symbol combination.

[0077] The CPU 51 also judges whether or not the condition for executing the reach effect (hereinafter referred to as the reach condition) is satisfied. As an example, the reach condition is satisfied by determining a big win variation pattern or a miss reach variation pattern. When the reach condition is satisfied and a big win pattern can be specified from the special pattern command, the CPU 51 determines the performance patterns constituting the big win pattern combination as the reach performance patterns. When the reach condition is satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination including the reach. When the reach condition is not satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination not including the reach.

[0078] The CPU 51 controls the performance display device EH to start the performance game by starting the display of each performance symbol in response to the input of the variation start command. The CPU 51 controls the performance display device EH so that the performance game is performed based on the selected performance pattern during the variation time set in the variation pattern. The CPU 51 can control the performance device group DE to perform various performances during the performance game. When the CPU 51 identifies a variation pattern in which an NR performance is performed from the input variation start command, the CPU 51 controls the performance device group DE to perform an NR performance at a predetermined timing after the performance game is started. When the CPU 51 identifies a variation pattern in which an SR performance is performed from the input variation start command, the CPU 51 controls the performance device group DE to perform an SR performance at a predetermined timing after the performance game is started.

[0079] Then, when a predetermined timing arrives after starting the performance game, the CPU 51 temporarily stops the display of the symbol combination, and when the input of the variation end command is input, the CPU 51 causes the symbol combination to be displayed as a fixed, stopped display. The CPU 51 may also cause the symbol combination to be displayed as a fixed, stopped display when the variation time set in the variation pattern has elapsed, regardless of the variation end command. In this case, the variation end command may be omitted.

[0080] The process relating to the standby effect will be described. When the CPU 51 inputs a demo command, the CPU 51 stores information that can identify the standby state in the standby flag of the RWM 53, and controls the performance display device EH to perform a standby performance. When the CPU 51 inputs a fluctuation start command, the CPU 51 erases the information stored in the standby flag of the RWM 53, and ends the standby performance.

[0081] Next, the volume adjustment function and vibration adjustment function installed in the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 is configured to be able to adjust the volume level as the volume value of the sound output from the speaker SP in a total of 10 stages from 1 (minimum) to 10 (maximum) by operating the second button BT2 (left button LBT and right button RBT) (hereinafter, "level" will be referred to as "LV"). The volume LV is stored in the RWM 53 as information that specifies the volume of the sound in the sound effects. The pachinko gaming machine 10 is configured to be able to adjust the volume LV during a waiting period when a jackpot game is not being played and a special game is not being played, during a period when a special game is being played, and during a jackpot game. In one example of this embodiment, the initial value of the volume LV is set to volume LV1. The state in which the volume of the sound effects is set by the volume LV is one example of a state related to the effects. In this embodiment, different volume LVs mean different volume levels in the sound effects. For this reason, when the sound effects are executed by changing the volume LV, the performance style of the sound effects will be different. The volume level LV1 state is an example of a first presentation state, and a volume level LV state different from the volume level LV1 is an example of a second presentation state.

[0082] As shown in FIG. 3, the pachinko game machine 10 is configured to be able to adjust the vibration level as the intensity value at which the vibration motor MT vibrates, over a total of seven levels from 1 (minimum) to 7 (maximum), by operating the second button BT2 (upper button UBT and lower button DBT) by the vibration adjustment function. The vibration LV is stored in the RWM 53 as information that specifies the intensity of the vibration in the vibration performance executed by the first button BT1. Note that the intensity of the vibration in this embodiment is the magnitude of the amplitude when the vibration motor MT vibrates. Not limited to this, the intensity of the vibration may be the magnitude of the frequency at which the vibration motor MT vibrates, or may be the magnitude of the torque when the vibration motor MT is driven. In the pachinko game machine 10, the vibration LV is adjustable during a period in a standby state in which a jackpot game is not being played and a special game is not being played, a period in which a special game is being played, and a period in which a jackpot game is being played. That is, in one example of this embodiment, the period in which the volume LV can be adjusted and the period in which the vibration LV can be adjusted are the same period. In one example of this embodiment, the initial value of the vibration LV is set to vibration LV1. The state in which the vibration intensity is set by the vibration LV is an example of a state related to the operation of the movable means (first button BT1). The state of vibration LV1 is an example of a first operating state, and a state of vibration LV different from vibration LV1 is an example of a second operating state. The intensity at which the first button BT1 vibrates in the vibration performance differs between the first operating state and the second operating state.

[0083] The pachinko gaming machine 10 is configured to be able to set (change) the adjustment ranges of the volume LV and vibration LV that can be changed by operating the second button BT2. The pachinko gaming machine 10 is configured to be able to set the adjustment ranges of the volume LV and vibration LV by operating the adjustment switch 54 so that the adjustment ranges of the volume LV and vibration LV that can be adjusted by the player can be set according to the intention of the manager of the gaming facility, etc. The pachinko gaming machine 10 is configured so that the selected adjustment range is set when the power is turned on with the adjustment range selected by operating the adjustment switch 54. In one example of this embodiment, the adjustment ranges that can be set by operating the adjustment switch 54 include a first adjustment range, a second adjustment range, and a third adjustment range.

[0084] As shown in Fig. 3(a), in one example of this embodiment, the volume adjustment range in the first adjustment range (hereinafter referred to as the volume range) is a total of four levels, from volume LV1 to volume LV4. The volume range in the second adjustment range is a total of six levels, from volume LV1 to volume LV6. The volume range in the third adjustment range is a total of ten levels, from volume LV1 to volume LV10.

[0085] As shown in FIG. 3(b), in one example of this embodiment, the adjustment range of vibration intensity in the first adjustment range (hereinafter referred to as vibration range) is a total of three stages from vibration LV1 to vibration LV3. The vibration range in the second adjustment range is a total of four stages from vibration LV1 to vibration LV4. The vibration range in the third adjustment range is a total of seven stages from vibration LV1 to vibration LV7. Note that the adjustment range that can be set by operating the adjustment switch 54 is not limited to three types, and may be two types, or four or more types.

[0086] In one example of this embodiment, the adjustable maximum volume increases in the order of the first adjustment range < the second adjustment range < the third adjustment range, while the minimum volume is the same. Also, in one example of this embodiment, the adjustable volume range increases in the order of the first adjustment range < the second adjustment range < the third adjustment range, in terms of the number (number of steps) of the volume LV.

[0087] Similarly, in one example of this embodiment, the adjustable maximum strength increases in the order of the first adjustment range < the second adjustment range < the third adjustment range, while the minimum strength is the same. Also, in one example of this embodiment, the adjustable number of vibration LVs (number of stages) increases in the order of the first adjustment range < the second adjustment range < the third adjustment range.

[0088] As shown in FIG. 4, the pachinko game machine 10 is configured such that, when the volume LV is adjusted by an operation using the left button LBT or the right button RBT in a situation where the vibration LV is not fixed relative to the volume LV, the vibration LV is changed to a vibration LV corresponding to the adjusted volume LV in conjunction with the adjustment of the volume LV. The fixing of the vibration LV relative to the volume LV will be described in detail later. As an example, vibration LV1 and vibration LV2 correspond to volume LV1 and volume LV2, respectively. As an example, vibration LV3 corresponds to volume LV3 and volume LV4. As an example, vibration LV7 corresponds to volume LV10. In this embodiment, the higher the vibration LV, the higher the volume LV corresponding to the vibration LV.

[0089] As shown in Figure 5, for example, when the volume LV is set to 1 and the vibration LV is set to 1, if the right button RBT is operated, the volume LV is changed from volume LV1 to volume LV2, and the vibration LV is also changed from vibration LV1 to vibration LV2 (see Figure 5(a)).

[0090] Also, for example, when the volume LV is at 3 and the vibration LV is at 3, if the left button LBT is operated, the volume LV is changed from volume LV3 to volume LV2, and the vibration LV is also changed from vibration LV3 to vibration LV2 (see FIG. 5(b)).

[0091] Furthermore, for example, when the volume LV is 5 and the vibration LV is 4, if the right button RBT is operated, the volume LV is changed from volume LV 5 to volume LV 6. At this time, since the vibration LV corresponding to the volume LV 5 and the volume LV 6 are both vibration LV 4 (see FIG. 4), the vibration LV is maintained (see FIG. 5(c)).

[0092] In this way, in the pachinko gaming machine 10, the volume is adjusted by operating the left button LBT or the right button RBT, and when the volume LV becomes different from the volume LV before the change, the vibration LV also becomes one of the vibration LV states corresponding to the changed volume LV. As an example, when the volume LV is in the volume LV1 state (first performance state) and the vibration LV is in the vibration LV1 state (first operation state), if the volume LV becomes a volume LV state (second performance state) different from the volume LV1, the vibration LV is also changed to a vibration LV state (second operation state) different from the vibration LV1 corresponding to the changed volume LV. In other words, in the pachinko gaming machine 10, when the volume LV is in the volume LV1 state (first performance state) and the vibration LV is in the vibration LV1 state (first operation state), if the volume LV becomes a volume LV state (second performance state) different from the volume LV1, the vibration performance is executed in a vibration LV state (second operation state) different from the vibration LV1.

[0093] In this embodiment, when the right button RBT is operated when the volume LV is at the upper limit of the set adjustment range, the volume LV is not changed and the vibration LV is not changed. Similarly, when the left button LBT is operated when the volume LV is at the lower limit of the set adjustment range, the volume LV is not changed and the vibration LV is not changed.

[0094] The pachinko gaming machine 10 is configured to adjust the vibration LV without changing the volume LV by operating the up button UBT or the down button DBT, and to fix the vibration LV to the adjusted vibration LV for the volume LV even if the volume LV is changed by operating the left button LBT or the right button RBT after that. In other words, the pachinko gaming machine 10 is configured so that after the power supply is started and the up button UBT or the down button DBT is operated, the vibration LV is not changed to the vibration LV corresponding to the adjusted volume LV in conjunction with the adjustment of the volume LV, even if the volume LV is adjusted by operating the left button LBT or the right button RBT. For example, when the volume LV is 1 and the vibration LV is 1, if the up button UBT is operated, the vibration LV is changed from the vibration LV1 to the vibration LV2 while the volume LV1 is maintained (see FIG. 5(d)). Even if the volume LV is changed by operating the left button LBT or the right button RBT after that, the vibration LV is maintained at the vibration LV2. Also, for example, when the down button DBT is operated when the volume LV is 5 and the vibration LV is 4, the vibration LV is changed from vibration LV4 to vibration LV3 while maintaining the volume LV5 (see FIG. 5(e)). After that, even if the volume LV is changed by operating the left button LBT or the right button RBT, the vibration LV is maintained at vibration LV3. And, in the pachinko game machine 10, after the vibration LV is adjusted by operating the up button UBT or the down button DBT, the volume LV can be changed while maintaining the vibration LV by operating the left button LBT or the right button RBT. And, in the pachinko game machine 10, after the vibration LV is adjusted by operating the up button UBT or the down button DBT, the vibration LV can be changed while maintaining the volume LV by operating the up button UBT or the down button DBT. In other words, even if the state regarding the operation of the movable means is changed, the state regarding the performance is maintained.

[0095] In addition, the pachinko game machine 10 of this embodiment is configured so that the volume LV and vibration LV are set to their initial values ​​when the power is turned on, regardless of whether the power is turned on with the RWM clear switch 45 operated. Also, when the power is turned on, the vibration LV is not fixed relative to the volume LV.

[0096] An example of a display mode of information (images) related to the volume adjustment function and the vibration adjustment function will be described. 6, in the period when the volume LV is adjustable and the vibration LV is adjustable, the effect display device EH displays an adjustment image CG that can identify that the volume LV and vibration LV are adjustable, a volume image OG that can identify the current volume LV, and a vibration image SG that can identify the current vibration LV, by operating the second button BT2. In other words, the adjustment image CG, the volume image OG, and the vibration image SG are displayed during a period when the game is not in progress and the game is not in progress, during a waiting state when the special game is not in progress, during a period when the special game is in progress, and during a game when the game is in progress.

[0097] The adjustment image CG includes the text "Change volume LV with left and right buttons." In other words, the adjustment image CG includes information that can identify that the volume LV can be changed by operating the left button LBT and the right button RBT. The adjustment image CG includes the text "Change vibration LV with up and down buttons." In other words, the adjustment image CG includes information that can identify that the vibration LV can be changed by operating the up button UBT and the down button DBT. The volume image OG includes information that can identify a numerical value indicating the current volume LV. The vibration image SG includes information that can identify a numerical value indicating the current vibration LV.

[0098] The control contents relating to the volume adjustment function and the vibration adjustment function will be described. The CPU 51 stores information capable of identifying the set adjustment range among the three stages of adjustment range in the adjustment range flag of the RWM 53 based on a setting signal input from the adjustment switch 54 during start-up processing when the power is turned on. The CPU 51 can identify the current adjustment range being set by referring to the value of the adjustment range flag.

[0099] The CPU 51 controls the effect display device EH to display the adjustment image CG in both cases where a standby flag is stored in the RWM 53 and where a standby flag is not stored in the RWM 53. Furthermore, the CPU 51 controls the effect display device EH to display a volume image OG and a vibration image SG based on the volume LV and vibration LV stored in the RWM 53.

[0100] The CPU 51 judges whether an operation signal from the second button BT2 has been inputted in both cases where a standby flag is stored in the RWM 53 and where a standby flag is not stored. When an operation signal from the right button RBT is inputted, the CPU 51 changes the volume LV to the next higher volume LV if the current volume LV has not reached the upper limit of the adjustment range. Furthermore, when the CPU 51 inputs an operation signal from the right button RBT and information indicating that the up button UBT or the down button DBT has been operated (hereinafter referred to as post-vibration adjustment information) is not stored in the vibration adjustment flag of the RWM 53, the CPU 51 changes the vibration LV to a vibration LV corresponding to the post-vibration adjustment. On the other hand, when the CPU 51 inputs an operation signal from the right button RBT and the post-vibration adjustment information is stored in the vibration adjustment flag, the vibration LV is not changed. The post-vibration adjustment information is stored in the RWM 53 when the up button UBT or the down button DBT is operated after the power supply to the pachinko game machine 10 is started. That is, the vibration adjusted information is information that can identify that the up button UBT or the down button DBT has been operated after the power supply to the pachinko gaming machine 10 has started. The vibration adjusted information is stored in the vibration adjustment flag of the RWM 53.

[0101] On the other hand, when an operation signal is input from the right button RBT, if the current volume LV has reached the upper limit of the adjustment range, the CPU 51 does not change the volume LV and the vibration LV. When the CPU 51 receives an operation signal from the left button LBT, if the current volume LV has not reached the lower limit of the adjustment range (volume LV1), the CPU 51 changes the volume LV to the next lower volume LV. Furthermore, when the CPU 51 receives an operation signal from the left button LBT and the vibration adjustment flag does not store post-vibration adjustment information, the CPU 51 changes the vibration LV to a vibration LV corresponding to the changed volume LV. On the other hand, when the CPU 51 receives an operation signal from the left button LBT and the vibration adjustment flag is stored, the CPU 51 does not change the vibration LV.

[0102] On the other hand, when an operation signal is input from the left button LBT, if the current volume LV has reached the lower limit of the adjustment range, the CPU 51 does not change the volume LV and the vibration LV. When the CPU 51 receives an operation signal from the up button UBT, if the current vibration LV has not reached the upper limit of the adjustment range, the CPU 51 changes the vibration LV to the next higher vibration LV without changing the volume LV. On the other hand, when the CPU 51 receives an operation signal from the up button UBT, if the current vibration LV has reached the upper limit of the adjustment range, the CPU 51 does not change the vibration LV. Furthermore, when the CPU 51 receives an operation signal from the up button UBT, the CPU 51 stores post-vibration adjustment information in the vibration adjustment flag.

[0103] When the CPU 51 receives an operation signal from the down button DBT, if the current vibration LV has not reached the lower limit of the adjustment range (vibration LV1), the CPU 51 changes the vibration LV to the next lower vibration LV without changing the volume LV. On the other hand, when the CPU 51 receives an operation signal from the down button DBT, if the current vibration LV has reached the lower limit of the adjustment range, the CPU 51 does not change the vibration LV. Furthermore, when the CPU 51 receives an operation signal from the down button DBT, the CPU 51 stores post-vibration adjustment information in the vibration adjustment flag.

[0104] When the CPU 51 inputs a startup command (initialization command or power recovery command), the CPU 51 sets initial values ​​(volume LV1, vibration LV1) to the volume LV and vibration LV of the RWM 53 in startup processing. The initial values ​​of the volume LV and vibration LV are stored in the ROM 52. Furthermore, when the CPU 51 inputs a startup command, if post-vibration adjustment information is stored in the vibration adjustment flag of the RWM 53, the CPU 51 erases the post-vibration adjustment information.

[0105] The CPU 51 specifies the current volume based on the volume LV stored in the RWM 53, and executes various sound effects according to the specified current volume. The CPU 51 specifies the current vibration intensity based on the vibration LV stored in the RWM 53, and executes various vibration effects according to the specified current vibration intensity.

[0106] Next, the vibration effects executed in the pachinko gaming machine 10 will be described. The vibration effect is an effect that can be executed during the execution of the variable game, and is an effect in which the vibration of the vibration motor MT is transmitted to the first button BT1, causing the first button BT1 to vibrate in a predetermined effect pattern. The vibration effects include a look-ahead vibration effect, a press vibration effect, and a post-return vibration effect.

[0107] The look-ahead vibration effect is a vibration effect executed as a look-ahead effect. The look-ahead effect is an effect that suggests that a variable game (special game) that has not yet started and that is stored as a reserved memory may become a jackpot. The look-ahead vibration effect is an effect that can be executed for the first special game. When the first special game is stored, if there is a first special game that is executed before the stored first special game and the execution of the look-ahead vibration effect has not been determined, the look-ahead vibration effect can be executed before the stored first special game is started. When there is a first special game that is executed before the stored first special game and the execution of the look-ahead vibration effect has not been determined, the look-ahead vibration effect is determined by a lottery using a predetermined random number when the first special game is stored.

[0108] When the execution of the pre-reading vibration performance is determined, the pre-reading vibration performance is executed during the execution of the variation game executed before the target variation starts when the variation game that triggered the determination of the execution of the pre-reading vibration performance is set as a specific variation game (hereinafter, referred to as target variation). The pre-reading vibration performance is a performance that suggests the possibility that the target variation will be a jackpot. The pre-reading vibration performance is executed at a predetermined timing during the execution of the variation game. The predetermined timing at which the pre-reading vibration performance is executed during the execution of the variation game is the same timing as the timing at which the variation game starts. At this time, the pre-reading vibration performance is executed without the need to operate the first button BT1. The predetermined timing at which the vibration performance is executed during the execution of the variation game is an example of a first execution condition of the vibration performance. The pre-reading vibration performance is executed regardless of whether or not a reach performance is executed in the variation game executed before the target variation starts. If a reach performance is executed during the execution of the variation game, the period during which the pre-reading vibration performance is executed is a predetermined period before the reach performance starts.

[0109] When there are multiple variable games to be executed before the target change is started, the pre-reading vibration effect is executed each time multiple variable games are executed. For example, when the first special reserved number is "3", a game ball enters the first starting hole 12, and the first special game is newly stored, and it is determined that the pre-reading vibration effect is executed. In this case, the pre-reading vibration effect is executed each time three variable games are executed before the target change is started. In the pachinko game machine 10, the pre-reading vibration effect is executed so that the expectation of a big win in the target change is higher than when the pre-reading vibration effect is not executed.

[0110] The pressing vibration effect is an effect that suggests the possibility that the variable game being executed will be a jackpot in the variable game in which the NR effect is executed. The pressing vibration effect is an effect that can be executed when the first button BT1 is operated during a predetermined operation valid period during the execution of the NR effect. Whether or not the pressing vibration effect can be executed when the first button BT1 is operated during the operation valid period is determined by a lottery using a predetermined random number when the variable game in which the NR effect is executed is started. When it is determined that the pressing vibration effect can be executed during the operation valid period, the pressing vibration effect is executed when the first button BT1 is operated during the operation valid period. The operation of the first button BT1 during the operation valid period when the pressing vibration effect can be executed is an example of a second execution condition of the vibration effect. That is, in this embodiment, the first execution condition and the second execution condition of the vibration effect differ in whether or not the first button BT1 is operated when the execution condition is established. During the operation valid period, an operation promotion effect that encourages the operation of the first button BT1 is executed.

[0111] In addition, even if it is determined that the press vibration effect can be executed during the valid operation period, if the first button BT1 is not operated during the valid operation period, the press vibration effect will not be executed. Also, if it is not determined that the press vibration effect can be executed during the valid operation period, even if the first button BT1 is operated during the valid operation period, the press vibration effect will not be executed.

[0112] In this way, in the pachinko gaming machine 10, when the first button BT1 is operated during the effective operation period while the NR effect is being executed, there are cases where the first button BT1 vibrates to execute the press vibration effect, and cases where the first button BT1 does not vibrate and the press vibration effect is not executed. The pachinko gaming machine 10 is configured such that when the first button BT1 is operated during the effective operation period and the press vibration effect is executed, the probability of winning is higher than when the press vibration effect is not executed.

[0113] The pachinko game machine 10 is configured so that both the look-ahead vibration effect and the push vibration effect can be executed in one variation game. When both the look-ahead vibration effect and the push vibration effect are executed in one variation game, the look-ahead vibration effect is executed before the NR effect starts, and the push vibration effect is executed during the execution of the NR effect, according to the execution timing described above.

[0114] The post-return vibration effect is an effect that is executed at a predetermined timing during the execution of the target variation that is executed after the power supply is resumed when the power supply to the pachinko gaming machine 10 is cut off before the target variation starts after the execution of the look-ahead vibration effect is decided, and the power supply is then resumed. The post-return vibration effect is executed when a predetermined time (for example, 3 seconds) has elapsed since the target variation started. Like the look-ahead vibration effect, the post-return vibration effect is also executed at a predetermined timing during the execution of the variation game without the need to operate the first button BT1. In other words, like the look-ahead vibration effect, the post-return vibration effect is also executed when the first execution condition is met.

[0115] In the pachinko gaming machine 10, even if the power supply to the pachinko gaming machine 10 is cut off before the target variation starts and then the power supply is resumed, the look-ahead vibration effect is not executed during the execution of the variation game, even if one or more variation games are executed before the target variation starts. In this way, the pachinko gaming machine 10 is configured to execute the look-ahead vibration effect after it is determined to execute the look-ahead vibration effect, cut off the power supply to the pachinko gaming machine 10 before the target variation starts, and then resume the power supply, so that the post-return vibration effect is executed.

[0116] As shown in FIG. 7, the vibration effect has the following effect patterns EP1 to EP3. In the pachinko game machine 10, the vibration effect is executed based on one of the effect patterns EP1, EP2, and EP3. The vibration intensity when the vibration effect is executed based on each effect pattern is the intensity according to the vibration LV set when the vibration effect is executed. The effect pattern EP1 is an effect pattern in which the first button BT1 continuously vibrates for a first time (for example, for one second) and is an effect pattern in which a pre-reading vibration effect is executed. The effect pattern EP2 is an effect pattern in which the first button BT1 continuously vibrates for a second time (for example, for three seconds) and is an effect pattern in which a pressing vibration effect is executed. The effect pattern EP3 is an effect pattern in which the first button BT1 continuously vibrates for a third time (for example, for five seconds) and is an effect pattern in which a post-return vibration effect is executed. The performance pattern EP1 is an example of a first performance pattern, and the performance pattern EP2 and the performance pattern EP3, which are different from the first performance pattern, are examples of a second performance pattern.

[0117] In this way, the total time that the first button BT1 vibrates in the vibration effect is different between the effect pattern EP1, the effect pattern EP2, and the effect pattern EP3. In other words, in the pachinko gaming machine 10, the total time that the first button BT1 continues to vibrate in the vibration effect is different between the case where the look-ahead vibration effect is executed, the case where the press vibration effect is executed, and the case where the post-return vibration effect is executed. In other words, it can be said that the manner of the vibration effect is different between the case where the look-ahead vibration effect is executed during the execution of the variation game before the target variation starts, the case where the press vibration effect is executed during the execution of the variation game, and the case where the power supply to the pachinko gaming machine 10 is cut off and then the power supply is resumed, and then the post-return vibration effect is executed during the execution of the target variation.

[0118] A description will be given of a read-ahead vibration performance process performed by the CPU 51 in order to execute the read-ahead vibration performance. The CPU 51 that controls the read-ahead vibration performance is an example of a read-ahead performance control means. The CPU 51 judges whether a look-ahead command has been input. If a look-ahead command has been input, the CPU 51 judges whether the first special reserved number that can be specified from the look-ahead command is 2 or more. If the first special reserved number that can be specified from the look-ahead command is 2 or more, the CPU 51 judges whether the set value of the execution flag that indicates the execution state of the look-ahead vibration performance stored in the RWM 53 is a value indicating that it is being executed or a value indicating that it is not being executed. In this embodiment, when the look-ahead command is input, if the execution of the look-ahead vibration performance has already been decided, or if the look-ahead vibration performance has already been executed, a new look-ahead vibration performance is not executed. In the execution flag, the fact that the look-ahead vibration performance is being executed includes a situation in which the execution of the look-ahead vibration performance has been decided, and the first look-ahead vibration performance has not been started. In the execution flag, the fact that the look-ahead vibration performance is not being executed includes a situation in which the execution of the look-ahead vibration performance has not been decided.

[0119] When the setting value of the execution flag is a value indicating that the game is not being executed, the CPU 51 performs a lottery using a predetermined random number to determine whether or not to execute the pre-reading vibration performance. At this time, the CPU 51 performs the execution determination of the pre-reading vibration performance so that the expectation of a jackpot of the target change is higher when the pre-reading vibration performance is executed than when the pre-reading vibration performance is not executed. In this case, the CPU 51 may perform the execution determination so that the execution rate of the pre-reading vibration performance when a jackpot pre-reading command is input is higher than the execution rate of the pre-reading vibration performance when a loss pre-reading command is input. The total execution rate of the pre-reading vibration performance is the sum of the execution rate of the pre-reading vibration performance when a jackpot pre-reading command is input and the execution rate of the pre-reading vibration performance when a loss pre-reading command is input.

[0120] When it is determined to execute the look-ahead vibration effect, the CPU 51 sets a value indicating that the look-ahead vibration effect is being executed to the execution flag of the RWM 53. The CPU 51 also stores in the RWM 53 the first special reserved number that can be specified from the input look-ahead command as remaining game number information that can specify the number of games remaining until the target fluctuation is started. When the CPU 51 stores the remaining game number information in the RWM 53, the CPU 51 updates the remaining game number information by subtracting 1 every time a fluctuation start command is input. Furthermore, the CPU 51 refers to the updated remaining game number information and controls the vibration motor MT to execute the look-ahead vibration effect based on the effect pattern EP1 at a predetermined timing every time a fluctuation start command is input until the target fluctuation is started (before the remaining game number information becomes 0). At this time, the CPU 51 controls the vibration motor MT to execute the look-ahead vibration effect according to the current vibration intensity specified from the vibration LV stored in the RWM 53. Further, the CPU 51 executes a look-ahead vibration performance until the remaining game number information becomes 0, regardless of whether the fluctuation pattern identifiable from the inputted fluctuation start command is a big win fluctuation pattern, a miss reach fluctuation pattern, or a miss fluctuation pattern.

[0121] When the first special reserved number identifiable from the look-ahead command input before deciding to execute the look-ahead vibration performance is 2, the CPU 51 executes the look-ahead vibration performance during execution of one variation game executed before the target variation starts. On the other hand, when the first special reserved number identifiable from the look-ahead command input before deciding to execute the look-ahead vibration performance is 3 or more, the CPU 51 executes the look-ahead vibration performance during execution of multiple variation games executed before the target variation starts (each time multiple variation games are executed).

[0122] When the updated remaining number of games information becomes 0, the CPU 51 sets a value indicating that the look-ahead vibration effect is not being executed to the execution flag of the RWM 53. After that, the CPU 51 ends the look-ahead vibration effect process.

[0123] The press vibration effect process performed by the CPU 51 to execute the press vibration effect will be described. The CPU 51 judges whether or not a fluctuation start command has been input. When the fluctuation start command has been input, the CPU 51 identifies a fluctuation pattern from the fluctuation start command and judges whether the identified fluctuation pattern is a fluctuation pattern in which an NR performance is performed (including a fluctuation pattern in which an SR performance is performed after an NR performance is performed). When the fluctuation pattern is a fluctuation pattern in which an NR performance is performed, the CPU 51 judges whether or not a press vibration performance is to be performed when the first button BT1 is operated during the operation valid period by lottery using a predetermined random number. The CPU 51 judges whether or not a press vibration performance is to be performed so that the expectation of a jackpot is higher when the press vibration performance is to be performed than when the press vibration performance is not to be performed. In this case, the CPU 51 may perform the execution possibility judgment so that the ratio of the press vibration performance that is to be performed when a jackpot fluctuation pattern is identified, which is the total ratio of the press vibration performance execution possibility judgments, is higher than the ratio of the press vibration performance that is to be performed when a miss reach fluctuation pattern is identified. The total ratio for determining whether or not the press vibration effect can be executed is the sum of the ratio for which the press vibration effect can be executed when a jackpot fluctuation pattern is specified and the ratio for which the press vibration effect can be executed when a miss reach fluctuation pattern is specified. Note that the CPU 51 performs the determination whether or not the press vibration effect can be executed, regardless of whether the set value of the execution flag indicating the execution state of the look-ahead vibration effect stored in the RWM 53 is a value indicating that the effect is being executed or a value indicating that the effect is not being executed.

[0124] In either case where it is decided or not decided to execute the press vibration effect when the first button BT1 is operated during the valid operation period, the CPU 51 sets the valid operation period of the press vibration effect at a predetermined timing during execution of the NR effect. Furthermore, the CPU 51 controls the effect device group DE to execute an operation promotion effect that encourages the operation of the first button BT1 during the valid operation period. When executing an operation promotion effect, the CPU 51 controls the effect display device EH to display an image that encourages the operation of the first button BT1. The valid operation period of the press vibration effect is the period during which the operation of the first button BT1 is reflected in the press vibration effect.

[0125] When the operation prompting effect starts, the CPU 51 sets a value indicating the upper limit time of the valid operation period in the valid operation timer of the RWM 53, and starts subtracting the value of the valid operation timer. That is, in this embodiment, the period during which the value of the valid operation timer of the RWM 53 is being subtracted becomes the valid operation period. When the CPU 51 inputs an operation signal from the first button BT1 during the valid operation period, it ends the operation prompting effect, erases the value set in the valid operation timer of the RWM 53, and ends the valid operation period. In this embodiment, erasing the value set in the timer means setting the timer value to 0 (zero).

[0126] When it is determined that the pressing vibration effect is to be executed when the first button BT1 is operated during the operation valid period, the CPU 51 controls the vibration motor MT to execute the pressing vibration effect based on the effect pattern EP2, triggered by inputting an operation signal from the first button BT1 during the operation valid period. At this time, the CPU 51 controls the vibration motor MT to execute the pressing vibration effect according to the current vibration intensity specified from the vibration LV stored in the RWM 53. Note that even when the CPU 51 determines that the pressing vibration effect is to be executed when the first button BT1 is operated during the operation valid period, if the CPU 51 does not input an operation signal from the first button BT1 during the operation valid period, the CPU 51 does not execute the pressing vibration effect. Also, when the CPU 51 does not determine that the pressing vibration effect is to be executed when the first button BT1 is operated during the operation valid period, the CPU 51 does not execute the pressing vibration effect even if the CPU 51 inputs an operation signal from the first button BT1 during the operation valid period. After that, the CPU 51 ends the pressing vibration effect processing.

[0127] The post-recovery vibration effect processing performed by the CPU 51 to execute the post-recovery vibration effect will be described. The CPU 51 determines whether a power recovery command has been input. When the power recovery command has been input, the CPU 51 determines whether the set value of the execution flag indicating the execution state of the look-ahead vibration performance stored in the RWM 53 is a value indicating that the performance is being executed or a value indicating that the performance is not being executed. As described above, since the execution flag is included in the secondary backup information, the CPU 51 can specify the execution state of the look-ahead vibration performance when the power supply was cut off before the power recovery command was input by referring to the set value of the execution flag when the power recovery command was input.

[0128] When the set value of the execution flag is a value indicating that the game is being executed, the CPU 51 decides to execute the post-recovery vibration effect and stores post-recovery vibration effect information that can identify that the post-recovery vibration effect has been decided to be executed in the RWM 53. After that, the CPU 51 updates the remaining number of games information stored in the RWM 53 by subtracting 1 every time the CPU 51 inputs a fluctuation start command. Note that the CPU 51 does not execute the look-ahead vibration effect during the period from when the power recovery command is input until when the target fluctuation starts. Specifically, after inputting the fluctuation start command, the CPU 51 determines whether or not the post-recovery vibration effect information is stored in the RWM 53. When the post-recovery vibration effect information is stored in the RWM 53 and the remaining number of games information is not 0, the CPU 51 does not execute the look-ahead vibration effect during the execution of the fluctuation game for which the fluctuation start command is input.

[0129] When the remaining number of games information becomes 0, the CPU 51 judges whether or not the post-return vibration effect information is stored in the RWM 53. When the post-return vibration effect information is stored, the CPU 51 erases the post-return vibration effect information, and controls the vibration motor MT to execute the post-return vibration effect based on the effect pattern EP3 at a timing when a predetermined time (for example, 3 seconds) has elapsed since the target fluctuation started. At this time, the CPU 51 controls the vibration motor MT to execute the post-return vibration effect according to the current vibration intensity specified from the vibration LV stored in the RWM 53. Furthermore, when the remaining number of games information becomes 0, the CPU 51 sets a value indicating that the look-ahead vibration effect is not being executed to the execution flag of the RWM 53. After that, the CPU 51 ends the post-return vibration effect processing.

[0130] A specific example of how the pre-reading vibration effect is executed will be described. As shown in Figure 8, for example, when the first special reserved number is 3 and a decision is made to execute a look-ahead vibration effect when a first special game is newly stored, the look-ahead vibration effect is executed in three fluctuation games executed before the target fluctuation begins.

[0131] FIG. 8(a) shows an example of a case where execution of a look-ahead vibration effect is decided in a state where the volume is LV1 and the vibration is LV1. In this case, the first look-ahead vibration effect is started at time T01, when the variation game three times before the target variation starts. At this time, the look-ahead vibration effect is executed based on the effect pattern EP1 according to the vibration intensity specified from the vibration LV1. Specifically, the look-ahead vibration effect is executed in the period from time T01 to time T02 until one second has elapsed since the variation game started.

[0132] Thereafter, the second look-ahead vibration performance is executed during the period from time T03 to time T04 during the execution of the variation game two times before the target variation, and the third look-ahead vibration performance is executed during the period from time T05 to time T06 during the execution of the variation game one time before the target variation. The second look-ahead vibration performance and the third look-ahead vibration performance are executed based on the performance pattern EP1 according to the vibration intensity specified from the vibration LV1, similar to the first look-ahead vibration performance. Thereafter, the target variation (specific variation game) is executed during the period from time T07 to time T08. Note that the volume LV is not changed during the period from the start of the variation game three times before the target variation to the end of the target variation, so during this period, the sound performance is executed according to the volume specified from the volume LV1.

[0133] FIG. 8(b) shows an example of a case where the execution of the look-ahead vibration effect is decided in a state where the volume and vibration levels are 1 and 1, and the right button RBT is operated after the look-ahead vibration effect is executed during the execution of the variation game three times before the target variation, so that the volume LV is adjusted and the vibration LV is changed in conjunction with the adjustment of the volume LV. In this case, the first look-ahead vibration effect is started at time T11, when the variation game three times before the target variation starts. At this time, the look-ahead vibration effect is executed based on the performance pattern EP1 according to the vibration intensity determined from the vibration level LV1. Specifically, the look-ahead vibration effect is executed in the period from time T11 to time T12, which is until one second has elapsed since the variation game started.

[0134] At time T13 after the first look-ahead vibration performance during the execution of the variation game three times before the target change, when the right button RBT is operated, the volume LV is changed from volume LV1 to volume LV2. When the volume LV is changed, a sound performance is executed according to the volume specified from the changed volume LV from the timing when the volume LV is changed. When the volume LV is changed, the vibration LV is also changed to a vibration LV corresponding to the changed volume LV. That is, at time T13, the vibration LV is changed from vibration LV1 to vibration LV2. Then, at time T14 when the variation game two times before the target change starts, a look-ahead vibration performance is executed based on the performance pattern EP1 according to the intensity of the vibration specified from the vibration LV2. Furthermore, during the period from time T16 to time T17 during the execution of the variation game one time before the target change, a third look-ahead vibration performance is executed similarly to the second look-ahead vibration performance. Then, during the period from time T18 to time T19, the target change (specific variation game) is executed.

[0135] In this way, when it is decided to execute a look-ahead vibration effect, during the execution of the variation game which is executed from the time when it is decided to execute the look-ahead vibration effect until the start of the target variation, a sound effect is executed according to the volume determined from the current volume LV, and the look-ahead vibration effect is executed according to the vibration intensity determined from the current vibration LV.

[0136] A specific example of how the press vibration effect is executed will be described. As shown in FIG. 9, the press vibration effect is an effect that is executed when the first button BT1 is operated during execution of the NR effect.

[0137] FIG. 9(a) shows an example of a case where a pressing vibration effect is executed in a state where the volume is LV1 and the vibration is LV1. In this case, at time T31, a variable game in which an NR effect is executed is started. During the execution of the variable game, a sound effect is executed according to the volume specified from the volume LV1. After that, at time T32, an NR effect is started. During the execution of the NR effect, an operation effective period of the first button BT1 is set, and when the first button BT1 is operated at time T33 during the operation effective period, a pressing vibration effect is started. At this time, the pressing vibration effect is executed based on the effect pattern EP2 according to the vibration intensity specified from the vibration LV1. Specifically, the pressing vibration effect is executed during the period from time T33 to time T34 until 3 seconds have elapsed since the first button BT1 was operated.

[0138] Figure 9 (b) shows an example of a case where a variable game is started in which a press vibration effect is executed with the volume and vibration levels at 3, and the left button LBT is operated before the press vibration effect is executed, thereby adjusting the volume LV and changing the vibration LV in conjunction with the adjustment of the volume LV.

[0139] In this case, at time T41, a variable game in which an NR performance is executed is started. At this time, a sound performance is executed according to the volume specified from the volume LV3. After that, when the left button LBT is operated at time T42 before the pressing vibration performance is executed, the volume LV is changed from the volume LV3 to the volume LV2. When the volume LV is changed, the sound performance is executed according to the volume specified from the changed volume LV from the timing when the volume LV is changed. When the volume LV is changed, the vibration LV is also changed to the vibration LV corresponding to the changed volume LV. That is, at time T42, the vibration LV is changed from the vibration LV3 to the vibration LV2. After that, an NR performance is started at time T43, and when the first button BT1 is operated at time T44 during the execution of the NR performance, a pressing vibration performance is executed in the period from time T44 to time T45. At this time, the pressing vibration performance is executed based on the performance pattern EP2 according to the intensity of the vibration specified from the vibration LV2.

[0140] In this way, during the execution of a variable game in which a press vibration effect is executed, a sound effect is executed according to a volume determined from the current volume LV, and when the first button BT1 is operated during the effective operation period while the NR effect is being executed, a press vibration effect is executed according to the vibration intensity determined from the current vibration LV.

[0141] Also, as shown in the example of FIG. 8(b) and FIG. 9(b), in the pachinko game machine 10, when the state related to the presentation changes during the execution of the variation game in a situation where the up button UBT and the down button DBT are not operated after the power supply is started, the state related to the vibration also changes. Specifically, when the volume LV is changed during the execution of the variation game, the sound presentation is executed according to the volume specified from the changed volume LV from the timing when the volume LV is changed. Furthermore, when the volume LV is changed during the execution of the variation game in a situation where the up button UBT and the down button DBT are not operated after the power supply is started, the vibration LV becomes the vibration LV corresponding to the changed volume LV from the timing when the volume LV is changed. Then, from the time when the vibration presentation is first executed after the volume LV is changed, the vibration presentation according to the vibration intensity specified from the changed vibration LV is executed. Note that, in this embodiment, even if the vibration LV is changed without changing the volume LV during the execution of the variation game, the vibration presentation according to the vibration intensity specified from the changed vibration LV is executed from the time when the vibration presentation is first executed after the vibration LV is changed.

[0142] A specific example of how the post-recovery vibration effect is executed will be described below. As shown in FIG. 10, for example, when the first special reserved number is 3 and the first special game is newly stored, it is decided to execute a look-ahead vibration effect, and the power supply to the pachinko game machine 10 is cut off during the execution of the variation game three times before the target variation, and then the power supply is resumed, the post-return vibration effect is executed during the execution of the target variation.

[0143] FIG. 10 shows an example in which the execution of the look-ahead vibration effect is determined in a state where the volume and vibration levels are 3 and 3, and the power supply to the pachinko gaming machine 10 is cut off during the execution of the variation game three times before the target variation, and then the power supply is resumed. In this case, the variation game three times before the target variation is started at time T51, and the sound effect is executed according to the volume specified from the sound LV3, and the look-ahead vibration effect is executed based on the effect pattern EP1 according to the vibration intensity specified from the vibration LV3. At time T53 after the look-ahead vibration effect ends, the power supply to the pachinko gaming machine 10 is cut off, and the power supply is resumed at time T54. At this time, the volume LV and vibration LV stored in the RWM 53 are set to the initial values ​​(volume LV1, vibration LV1). Therefore, from the timing of time T54 when the power supply is resumed, the sound effect is executed according to the volume specified from the volume LV1.

[0144] Then, at time T55, a variation game two times before the target variation is started. At this time, the look-ahead vibration effect is not executed during the execution of the variation game. Furthermore, the look-ahead vibration effect is not executed during the execution of the variation game one time before the target variation that is started at time T56. Then, the target variation is started at time T57. During the execution of the target variation, at time T58, when a predetermined time (for example, 3 seconds) has elapsed since the start of the target variation, the post-recovery vibration effect is started. The post-recovery vibration effect is executed based on the effect pattern EP3 according to the vibration intensity specified from the vibration LV1. The post-recovery vibration effect is executed during the period from time T58 to time T59, from the start of the post-recovery vibration effect until 5 seconds have elapsed.

[0145] In this way, after it is decided to execute the look-ahead vibration effect, the power supply to the pachinko gaming machine 10 is cut off, and after the power supply is resumed, the look-ahead vibration effect is not executed before the target variation starts, and the post-return vibration effect can be executed during the execution of the target variation. Note that, if multiple variation games are executed before the target variation starts after it is decided to execute the look-ahead vibration effect, even before the look-ahead vibration effect is executed in any of the multiple variation games, the power supply to the pachinko gaming machine 10 is cut off, and after the power supply is resumed, the look-ahead vibration effect is not executed.

[0146] In addition, the timing at which the look-ahead vibration effect is executed during execution of the variation game before the target variation starts and the timing at which the post-return vibration effect is executed during execution of the target variation are different times in terms of the elapsed time from the start of the variation game in which the vibration effect is executed.

[0147] The effects of this embodiment will be described. (1) There are states of volume LV1 to volume LV10 with different performance modes of the sound performance, and when the volume LV1 state is changed to a state different from the volume LV1 state, the state regarding the operation of the movable means can be changed to a state of any vibration LV corresponding to the changed volume LV. In other words, when the performance mode of the sound performance is changed to a different state, the state regarding the operation of the movable means can also be changed. Therefore, the vibration performance can be suitably executed according to the performance mode of the sound performance, and the interest in the game can be improved.

[0148] (2) For example, if the strength at which the first button BT1 vibrates during the vibration effect is set regardless of the volume, there is a risk that the vibration sound of the first button BT1 will make it difficult for the player to hear the sound effect. In response to this, the strength at which the first button BT1 vibrates during the vibration effect can be changed to a strength corresponding to the changed volume LV in accordance with a change in the volume LV. Thus, the vibration effect can be executed at an appropriate strength in accordance with the volume LV.

[0149] (3) The vibration LV can be adjusted by operating the up button UBT and the down button DBT. Furthermore, after the vibration LV is adjusted, the vibration LV is maintained even if the volume LV is adjusted. Therefore, for a player who wants to enjoy a vibration effect at a vibration LV that suits his / her preference, regardless of the volume LV, the vibration LV can be adjusted to his / her preference by operating the up button UBT and the down button DBT, and the volume LV can be adjusted while maintaining the vibration LV that suits his / her preference. Furthermore, even if the vibration LV is adjusted, the volume LV is maintained. Therefore, for a player who wants to enjoy a sound effect at a volume LV that suits his / her preference, regardless of the vibration LV, the volume LV can be adjusted to his / her preference by operating the right button RBT and the left button LBT after operating the up button UBT and the down button DBT, and the vibration LV can be adjusted while maintaining the volume LV that suits his / her preference.

[0150] (4) Vibration effects based on the effect patterns EP1 to EP3 are executed according to the respective vibration LVs that have been set. Therefore, it is possible to enjoy the difference in the effect patterns of the vibration effects according to the respective vibration LVs that have been set.

[0151] (5) The total time that the first button BT1 vibrates varies depending on the vibration effect pattern. Therefore, when vibration effects are executed based on different effect patterns, the user can enjoy the difference in the total time that the first button BT1 vibrates.

[0152] (6) Regardless of the volume level LV1 to LV10, the user can enjoy vibration effects based on the effect patterns EP1 to EP3 in each set state. Therefore, regardless of the volume level LV, the vibration effect patterns can be varied.

[0153] (7) The vibration effect may be executed when the first button BT1 is operated. This may increase the player's motivation to operate the first button BT1. Furthermore, the player can enjoy the difference in the manner of the vibration effect executed between when the vibration effect is executed when the first button BT1 is operated and when the vibration effect is executed when a predetermined timing occurs during the execution of the variation game without the need for the operation of the first button BT1. Specifically, the player can enjoy the difference in the total time the first button BT1 vibrates between when the vibration effect is executed when the first button BT1 is operated and when the vibration effect is executed when a predetermined timing occurs during the execution of the variation game.

[0154] (8) Regardless of the volume level LV1 to LV10, the vibration effect may be triggered by a predetermined timing during the execution of the variable game without the need to operate the first button BT1, or may be triggered by operating the first button BT1. Therefore, regardless of the volume level LV that is set, the vibration effect may be triggered by a variety of triggers.

[0155] (9) When it is determined that a look-ahead vibration effect is to be executed, the look-ahead vibration effect is executed during one or more variable games executed before the start of the target variation that triggered the decision to execute the look-ahead vibration effect. On the other hand, after it is determined that a look-ahead vibration effect is to be executed, if the power supply to the pachinko game machine 10 is cut off and the power supply is resumed, the look-ahead vibration effect is not executed during the variable game executed before the start of the target variation, and the post-return vibration effect is executed during the target variation. Therefore, after it is determined that a look-ahead vibration effect is to be executed, the player can be given a different impression of the variation game in which the vibration effect is executed depending on whether the power supply to the game machine is cut off before the vibration effect is executed or not, and the player can enjoy the difference.

[0156] (10) Depending on the time that has elapsed from the start of the variable game to the timing at which the vibration effect is executed, it is possible to recognize whether the vibration effect that is executed is a look-ahead vibration effect or a post-return vibration effect. Therefore, compared to the case where the time that has elapsed from the start of the variable game to the execution of the vibration effect is uniform, it is possible to suppress confusion between the look-ahead vibration effect and the post-return vibration effect. And, it is possible to enjoy the difference in the timing at which the vibration effect is executed after the start of the variable game between the look-ahead vibration effect and the post-return vibration effect.

[0157] (11) Depending on the total time that the first button BT1 vibrates during the vibration performance, it is possible to recognize whether the vibration performance to be executed is a look-ahead vibration performance or a post-return vibration performance. In other words, depending on the mode of the vibration performance, it is possible to recognize whether the vibration performance to be executed is a look-ahead vibration performance or a post-return vibration performance. Therefore, compared to the case where the mode of the vibration performance is uniform, it is possible to suppress confusion between the look-ahead vibration performance and the post-return vibration performance. And, it is possible to enjoy the difference in the mode of the vibration performance between the look-ahead vibration performance and the post-return vibration performance.

[0158] (12) By operating the adjustment switch 54, the manager of the amusement facility or the like can set the range in which the volume of the sound output from the speaker SP and the strength of the vibration of the vibration motor MT can be changed by operating the second button BT2. Thus, the adjustment ranges of the volume LV and the vibration LV can be suitably set according to the intention of the manager of the amusement facility.

[0159] (13) During the period when the volume LV is adjustable and during the period when the vibration LV is adjustable, an adjustment image CG is displayed on the performance display device EH. The adjustment image CG includes information that can specify that the volume LV can be changed by operating the left button LBT and the right button RBT, and information that can specify that the vibration LV can be changed by operating the up button UBT and the down button DBT. Therefore, during the period when the volume LV is adjustable and during the period when the vibration LV is adjustable, the player can be made aware that the volume LV and the vibration LV are adjustable and how to operate them.

[0160] (14) During the period when the volume LV is adjustable and the period when the vibration LV is adjustable, the performance display device EH displays a volume image OG and a vibration image SG. The volume image OG includes information that can identify a numerical value indicating the current volume LV, and the vibration image SG includes information that can identify a numerical value indicating the current vibration LV. This allows the volume LV and vibration LV to be adjusted while allowing the user to grasp the current volume LV and vibration LV. This makes it easier to adjust the volume LV and vibration LV compared to when the volume image OG and vibration image SG are not displayed.

[0161] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.

[0162] In the pachinko gaming machine 10, the operation means and the movable means may not be combined. In this case, the pachinko gaming machine 10 may be provided with a movable means capable of executing a movable effect, separate from the first button BT1. In this modified example, when the pressing vibration effect is executed, the movable means separate from the first button BT1 may be configured to vibrate when the first button BT1 is operated. Note that, even in this modified example, the look-ahead vibration effect and the post-return vibration effect are executed when a predetermined timing occurs during the execution of the variable game, without the need for the operation of the first button BT1. In other words, the movable effect executed by the movable means separate from the first button BT1 may be executed when a predetermined timing occurs during the execution of the variable game, or when the first button BT1 is operated. The manner in which the movable presentation is performed differs between a case in which the movable presentation is performed by another movable means at a predetermined timing during the execution of the variable game and a case in which the movable presentation is performed by another movable means at a timing in which the first button BT1 is operated.

[0163] In the above embodiment, the first button BT1 that produces the vibration effect has a pressing portion that oscillates between a first position and a second position over time. When a movable means moves back and forth between predetermined positions, the movable means can be said to vibrate.

[0164] The movement effect is not limited to vibration effects, and may be an effect that uses movements other than vibration. The first operating state and the second operating state may be states in which, when the movable means performs a moving effect, the strength of vibrations generated in association with the moving effect differs from each other.

[0165] The pachinko gaming machine 10 may be provided with a moving means capable of executing a moving effect in addition to the first button BT1. That is, the pachinko gaming machine 10 may be provided with a first moving means and a second moving means as moving means capable of executing a moving effect. In this case, the first moving means and the second moving means may execute a moving effect (vibration effect) according to the currently set vibration LV.

[0166] Also, the vibration LV when the vibration performance is executed may be individually adjustable by the first moving means and the second moving means. Even in such a case, when the volume LV is changed, it is preferable that both the vibration LV when the first moving means executes the vibration performance and the vibration LV when the second moving means executes the vibration performance can be changed to a vibration LV corresponding to the changed volume LV.

[0167] The number of adjustable steps of the volume level may be 2 or more and less than 10 steps, or may be 11 or more steps. Similarly, the number of adjustable steps of the vibration level may be 2 or more and less than 7 steps, or may be 8 or more steps.

[0168] The number of adjustable steps of the volume level and the number of adjustable steps of the vibration level may be the same. The first and second performance states do not have to have different volume levels as long as the first and second performance states have different sound performance modes. For example, the first and second performance states may have different types of sounds to be output. Even in such a case, when the performance state is changed, the state related to the operation of the movable means may be changed to a state corresponding to the changed performance state.

[0169] One or both of the volume LV and the vibration LV may be returned to the initial value at a trigger other than when the power of the pachinko gaming machine 10 is turned on. As an example, the volume LV and the vibration LV may be returned to the initial value at a trigger other than when the pachinko gaming machine 10 is turned on. As an example, the volume LV and the vibration LV may be returned to the initial value at a trigger when the pachinko gaming machine 10 is controlled to the standby state, or at a trigger when a predetermined time has elapsed after the pachinko gaming machine 10 is controlled to the standby state. The volume LV and the vibration LV may be returned to the initial value at a trigger when the number of times the pachinko gaming machine 10 is controlled to the standby state reaches a predetermined number of times. Furthermore, the volume LV and the vibration LV may be returned to the initial value when the pachinko gaming machine 10 has an operation means capable of performing an operation to return the volume LV and the vibration LV to the initial value, and when a predetermined operation is performed by the operation means, the volume LV and the vibration LV may be returned to the initial value.

[0170] The volume LV may be returned to the initial value if the main backup information is initialized when the pachinko gaming machine 10 is powered on, but may not be returned to the initial value if the main backup information is not initialized. In this case, the volume LV of the RWM 53 may be included in the secondary backup information. Then, if the main backup information is not initialized when the pachinko gaming machine 10 is powered on, the volume LV may be set based on the backed up volume LV.

[0171] The vibration LV may be returned to the initial value when the main backup information is initialized when the pachinko gaming machine 10 is powered on, but may not be returned to the initial value when the main backup information is not initialized. In this case, the vibration LV of the RWM 53 may be included in the sub-backup information. Then, when the pachinko gaming machine 10 is powered on, if the main backup information is not initialized, the vibration LV may be set based on the backed up vibration LV. In this modification, the vibration adjusted information may also be included in the sub-backup information. Then, when the pachinko gaming machine 10 is powered on, if the main backup information is not initialized and the vibration adjusted information is stored, the vibration adjusted information may not be erased.

[0172] The first and second operation states may have different probabilities of executing a vibration effect as a state related to the operation of the movable means. For example, the higher the vibration LV, the higher the probability of executing a vibration effect. In other words, the second operation state may be a state in which the probability of executing a movable effect (vibration effect) is higher than the first operation state.

[0173] When the volume level is LV1, the speaker SP does not output sound and the sound effect is not executed, and when the volume level is different from the volume level LV1, the sound effect is executed at a predetermined volume level.Similarly, when the vibration level is LV1, the vibration motor MT does not vibrate and the vibration effect is not executed, and when the vibration level is different from the vibration level LV1, the vibration motor MT vibrates at a predetermined intensity and the vibration effect is executed.

[0174] Conversely, when the volume LV is different from the volume LV1, the speaker SP does not output sound, so that the sound effect is not executed, and when the volume LV is LV1, the sound effect may be executed at a predetermined volume. Similarly, when the vibration LV is different from the vibration LV1, the vibration motor MT does not vibrate, so that the vibration effect is not executed, and when the vibration LV is LV1, the vibration effect may be executed at a predetermined intensity at which the vibration motor MT vibrates. In other words, either one of the first and second performance states may be a state in which sound is not output from the speaker SP, and either one of the first and second operating states may be a state in which the vibration motor MT does not vibrate. Note that, even in a performance state in which sound is not output from the speaker SP, the state regarding the operation of the movable means may be changeable between the first and second operating states.

[0175] The light intensity LV as the light intensity value emitted by the decorative lamp LA may be configured to be adjustable over a predetermined range. In this case, when the volume LV is adjusted, the light intensity LV may be changed in conjunction with the adjustment of the volume LV, or may be maintained without being linked to the adjustment of the volume LV. Also, when the vibration LV is adjusted, the light intensity LV may be changed in conjunction with the adjustment of the vibration LV, or may be maintained without being linked to the adjustment of the vibration LV.

[0176] During the period in which the volume LV can be adjusted, there may be a period in which the vibration LV can be changed to a vibration LV corresponding to the changed volume LV when the volume LV is changed, and a period in which the vibration LV is maintained even when the volume LV is changed. As an example, during the period in which the special game is being executed, when the volume LV is changed, the vibration LV may be changed to a vibration LV corresponding to the changed volume LV. On the other hand, during either or both of the period in the standby state and the period in which the jackpot game is being played, the vibration LV may be maintained even when the volume LV is changed. In other words, during the period in which the special game is being executed, when the state regarding the operation of the movable means is the first operation state in the first presentation state, if the state becomes a second presentation state different from the first presentation state, the state regarding the operation of the movable means may be changed to a second operation state different from the first operation state. On the other hand, during either or both of the period in the standby state and the period during which a jackpot is being played, when the state relating to the operation of the movable means in the first presentation state is the first operating state, the first operating state may be maintained even if a second presentation state different from the first presentation state is entered.

[0177] The pachinko gaming machine 10 may be configured so that the adjustment range of the volume of the sound output from the speaker SP and the strength of the vibration of the vibration motor MT cannot be set. In this case, the pachinko gaming machine 10 does not need to be provided with the adjustment switch 54.

[0178] In addition to the look-ahead vibration effect, the press vibration effect, and the post-return vibration effect, or instead of any of these vibration effects, a specific vibration effect may be executed. As an example, the specific vibration effect may be executed during a specific period during the period during which a special game is being played or during the period during which a jackpot game is being played. The specific vibration effect may be executed according to the current vibration LV that is set. The specific vibration effect may also be executed by vibrating the vibration motor MT at a predetermined constant strength.

[0179] During the period during which the volume LV can be adjusted and the period during which the vibration LV can be adjusted, there may be a period during which the adjustment image CG is not displayed on the effect display device EH. As an example, during either or both of the period during which the special game is being played and the period during which a jackpot is being played, the adjustment image CG may not be displayed. Also, during a period during which the game is in a standby state, the adjustment image CG may not be displayed. The same applies to the volume image OG and the vibration image SG.

[0180] The volume image OG may be displayed for a predetermined time when any one of the left button LBT and the right button RBT is operated. Similarly, the vibration image SG may be displayed for a predetermined time when any one of the up button UBT, the down button DBT, the left button LBT, and the right button RBT is operated. Also, when any one of the left button LBT and the right button RBT is operated, the volume image OG may be displayed, but the vibration image SG may not be displayed.

[0181] Although the vibration performance patterns EP1 to EP3 are different in the total time that the first button BT1 vibrates in the vibration performance, the total time that the first button BT1 vibrates may be the same in some or all of the performance patterns EP1 to EP3 as long as the vibration performance is different. As an example, the performance pattern EP1 may be a performance pattern in which the first button BT1 continues to vibrate for three seconds in one vibration performance, while the performance pattern EP2 may be a performance pattern in which the first button BT1 vibrates for one second and stops for 0.5 seconds, three times in one vibration performance. As an example, the performance pattern EP3 may be a performance pattern in which the first button BT1 vibrates for one second, stops for one second, and vibrates for two seconds in one vibration performance.

[0182] Although the effect pattern EP1 is an example of an effect pattern in which the total time for which the first button BT1 vibrates is one second, the total time may be longer or shorter than one second. In other words, in the effect pattern EP1, the total time for which the first button BT1 vibrates may be any time. The same applies to the effect pattern EP2 and the effect pattern EP3.

[0183] In some of the effect patterns EP1 to EP3, the total time for which the first button BT1 vibrates in the vibration effect may be the same. The pre-reading vibration effect may be an effect that suggests the possibility that the target change will be a big hit or a small hit (hereinafter, big hits and small hits are collectively referred to as hits). In this case, it is preferable that the pre-reading vibration effect is configured to have a higher expectation of a hit in the target change than when the pre-reading vibration effect is not executed.

[0184] When it is decided to execute the look-ahead vibration effect, if there are multiple variation games executed before the target variation starts, the look-ahead vibration effect may be executed in some or all of the multiple variation games. As an example, if there are two variation games executed before the target variation starts, the look-ahead vibration effect may be executed in the variation game one game before the target variation, or in the variation games one game before and two games before the target variation. In this case, the variation game in which the look-ahead vibration effect is executed may be determined by a lottery using a predetermined random number. Also, the more times the look-ahead vibration effect is executed before the target variation starts, the higher the expectation of the target variation winning may be.

[0185] There may be multiple types of presentation patterns in which the look-ahead vibration presentation is executed. For example, there may be a first look-ahead presentation pattern and a second look-ahead presentation pattern, which have different vibration presentation modes. Also, as an example, the expectation of a hit of the target movement may be higher when the look-ahead vibration presentation is executed based on the first look-ahead presentation pattern than when the look-ahead vibration presentation is executed based on the second look-ahead presentation pattern.

[0186] When it is decided to execute a look-ahead vibration effect, the vibration effect may be executed for the same period and in the same manner as the look-ahead vibration effect, even during execution of the target fluctuation. In other words, the vibration effect may be executed based on the effect pattern EP1 for a first time (for example, one second) after the target fluctuation starts.

[0187] The configuration may be such that the probability of winning in the variable game being executed is higher when it is determined that the press vibration effect is to be executed when the first button BT1 is operated during the valid operation period, compared to when it is not determined that the press vibration effect is to be executed when the first button BT1 is operated during the valid operation period.

[0188] Although the pressing vibration effect is described as an effect executed during the execution of the NR effect, it may be an effect executed during the period from when the variable game starts until before the NR effect starts, or may be an effect executed during the execution of the SR effect. In addition, when the pressing vibration effect is executed during the period from when the variable game starts until before the NR effect starts, it is preferable to execute it in a period after the period during which the pre-reading vibration effect is executed and before the NR effect starts. In addition, the pressing vibration effect may be an effect that can be executed during a jackpot game. In the case where the pressing vibration effect is an effect that can be executed during a jackpot game, it may be determined by a lottery using a predetermined random number whether or not to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period during the jackpot game. In addition, the pressing vibration effect may be always executed when the first button BT1 is operated during the operation valid period during the jackpot game.

[0189] When it is determined that the press vibration effect is to be executed when the first button BT1 is operated during the valid operation period, the press vibration effect may be executed when the valid operation period ends even if the first button BT1 is not operated during the valid operation period. In other words, the second execution condition for the vibration effect may be satisfied both when the first button BT1 is operated during the valid operation period and when the first button BT1 is not operated during the valid operation period.

[0190] In addition to the second execution condition for the vibration effect, the first execution condition may also include the operation of the first button BT1. The second execution condition for the vibration effect may at least include the operation of the first button BT1. In this case, for example, the operation manner of the first button BT1 may be different between the first execution condition and the second execution condition when the execution condition is established. The operation manner of the first button BT1 may be different, for example, in that one execution condition is established by a single press operation and the other is established by a repeated tap operation. Also, while both the first execution condition and the second execution condition are established by a repeated tap operation, the upper limit number of repeated tap operations for establishing the execution condition may be different between the first execution condition and the second execution condition.

[0191] The first and second execution conditions for the vibration effect may be entirely different conditions, or may be partially different conditions. For example, the first and second execution conditions may be the same in that the first button BT1 is operated, but the manner of operation of the first button BT1 is different when the execution condition is established as described above. Also, for example, the first and second execution conditions may be the same in that the first button BT1 is operated, but the probability of the vibration effect being executed when the first button BT1 is operated may be different, assuming that a lottery is held to determine whether or not the vibration effect will be executed when the first button BT1 is operated.

[0192] The first and second execution conditions of the vibration effect may be different in terms of the timing conditions under which the execution conditions are established. The timing conditions under which the execution conditions are established may be different, for example, in one case, the execution condition can be established during the execution of a variable game, and in the other case, the execution condition can be established during a jackpot game. The timing conditions under which the execution conditions are established may be different, for example, in the first and second execution conditions, the game state in which the execution conditions are established may be different, or the presentation mode in which the execution conditions are established may be different. The timing conditions under which the execution conditions are established may be different, for example, in one case, the execution condition can be established before the reach presentation is executed during the execution of a variable game, and in the other case, the execution condition can be established during the execution of the reach presentation during the execution of a variable game.

[0193] The pachinko gaming machine 10 may have a so-called auto button function. Even when the auto button function is enabled, the first execution condition and the second execution condition are different conditions. For example, when the auto button function is enabled, even if the first button BT1 is not operated during the operation valid period, the first button BT1 is deemed to have been operated at a predetermined timing, and the press vibration effect is executed. Furthermore, even when the auto button function is enabled, if the first button BT1 is operated during the operation valid period, the press vibration effect is executed in response to the operation of the first button BT1. In this case, the second execution condition is a different condition from the first execution condition in that the second execution condition is established in both cases where the first button BT1 is operated and where it is not operated during the operation valid period.

[0194] There may be a plurality of types of presentation patterns in which the pressing vibration presentation is executed. As an example, there may be a first pressing presentation pattern and a second pressing presentation pattern, which have different vibration presentation modes. Also, as an example, the case where the pressing vibration presentation is executed based on the first pressing presentation pattern may be configured to have a higher winning expectation of the variable game being executed compared to the case where the pressing vibration presentation is executed based on the second pressing presentation pattern. Also, as described in the above modification, when the pressing vibration presentation is executed during a jackpot game, the case where the pressing vibration presentation is executed based on the first pressing presentation pattern may be configured to have a higher expectation of transitioning to a game state advantageous to the player after the end of the jackpot game compared to the case where the pressing vibration presentation is executed based on the second pressing presentation pattern.

[0195] If the power supply to the pachinko gaming machine 10 is cut off while a press vibration effect is being executed and then the power supply is resumed, the press vibration effect may be configured not to be executed during the execution of the resumed variable game.

[0196] The timing at which the post-recovery vibration effect starts during target fluctuation is not limited to 3 seconds after the target fluctuation started. It can be any time a predetermined time has passed since the target fluctuation started.

[0197] There may be multiple types of presentation patterns in which the post-return vibration presentation is executed. For example, there may be a first post-return presentation pattern and a second post-return presentation pattern, which have different vibration presentation modes. Also, as an example, the case where the post-return vibration presentation is executed based on the first post-return presentation pattern may be configured to have a higher expectation of winning the variable game being executed than the case where the post-return vibration presentation is executed based on the second post-return presentation pattern.

[0198] If the power supply to the pachinko game machine 10 is cut off while target variation is being performed and a post-return vibration effect is being executed, and then the power supply is resumed, the machine may be configured so that the post-return vibration effect is not executed during the execution of the resumed variation game.

[0199] The RWM 53 of the sub-board 50 may be configured not to receive power from the backup power supply 62. In other words, the contents stored in the RWM 53 may be configured not to be retained when the power supply to the pachinko game machine 10 is cut off. In this case, for example, a specific variation pattern for executing the look-ahead vibration effect may be specified, and when the CPU 51 inputs a look-ahead command, if the variation pattern specified from the look-ahead command is the specific variation pattern, the look-ahead vibration effect may be executed. Then, the CPU 41 may output a power recovery command to the CPU 51 in the power-on process, and output information capable of specifying the reserved number of special games stored as the main backup information to the CPU 51. When the CPU 51 inputs a power recovery command and information capable of specifying the reserved number of special games, the CPU 51 may determine whether a variation start command capable of specifying a specific variation pattern has been input when the variation start command was input, until the variation start command is input the same number of times as the reserved number specified from the information capable of specifying the reserved number of special games input. When the CPU 51 inputs a fluctuation start command capable of identifying a specific fluctuation pattern, the CPU 51 may execute a post-return vibration effect during execution of a fluctuation game based on the specific fluctuation pattern.

[0200] The CPU 51 may control the vibration motor MT to perform an initial operation when a start command is input. In this case, the initial operation may be performed at a predetermined vibration LV among a plurality of types of vibration LV, regardless of the volume LV when the CPU 51 inputs the start command. Furthermore, even if the volume LV is adjusted during the execution of the initial operation of the vibration motor MT, the vibration LV may not be changed in conjunction with the adjustment of the volume LV. In other words, even if the state related to the performance is changed during the execution of the initial operation of the vibration motor MT, the state related to the operation of the movable means may not be changed. Furthermore, the CPU 51 may control the vibration motor MT to perform the initial operation when an initialization command is input, and may not perform the initial operation when a power recovery command is input.

[0201] If the volume LV is changed during the execution of a vibration performance, the vibration performance may be continued to be executed according to the vibration LV that was set when the vibration performance started until the vibration performance ends. In this case, after the ongoing vibration performance ends, the vibration performance may be executed according to the vibration LV corresponding to the changed volume LV from the time the next vibration performance is executed. For example, when the state regarding the operation of the movable means in the first performance state is the first operation state, if the state becomes a second performance state different from the first performance state during the execution of the movable performance, the movable performance corresponding to the second operation state may be executed from the time the next movable performance is executed.

[0202] If the volume level is changed while a vibration effect is being performed, a vibration effect according to the vibration level corresponding to the changed volume level may be performed from the time the volume level is changed.

[0203] A light emitting effect may be executed in conjunction with the execution of a vibration effect. In this case, the light emitting effect may be configured to have a different appearance depending on whether the vibration state is the first operating state or the second operating state.

[0204] The pachinko gaming machine 10 may be configured such that, when started up with initialization of the main backup information, an initialization notification that can identify that startup has been accompanied by initialization of the main backup information is executed for a predetermined period of time.

[0205] The pachinko gaming machine 10 may be configured to detect a predetermined error and to execute an error notification when a predetermined error occurs. Examples of the predetermined error include a magnetic error, an induced magnetic field detection error, a large prize slot illegal entry error, a wire break error, a door open error, and a payout error. The magnetic error is a state in which a magnetic field of a predetermined strength or more is detected by a magnetic sensor arranged in the pachinko gaming machine 10 as part of fraud prevention measures. The induced magnetic field detection error is a state in which radio waves of a specific frequency band are detected by an induced magnetic field detection sensor (radio wave sensor) arranged in the pachinko gaming machine 10 as part of fraud prevention measures. The large prize slot illegal entry error is a state in which an illegal entry of a ball into the large prize slot is detected. The wire break error is a state in which an abnormality occurs in the connection of the switches on the board. The door open error is a state in which the mounting frame 11b of the pachinko gaming machine 10 is open. A payout error is a state in which an error related to payout occurs on the payout control board side (not shown) provided in the pachinko gaming machine 10.

[0206] In the above modified example, when either or both of the initialization notification and the error notification are being executed, the operation of the second button BT2 may not be reflected and the volume LV and the vibration LV may not be changed. In other words, when either or both of the initialization notification and the error notification are being executed, neither the state related to the performance nor the state related to the operation of the movable means may be changed.

[0207] The pachinko gaming machine 10 may be equipped with a function (so-called complete function) that stops the operation of the pachinko gaming machine 10 before the reference number (value) so that the number of balls dispensed by the pachinko gaming machine 10 does not exceed the reference number. The pachinko gaming machine 10 may be configured so that the operation of the second button BT2 is not reflected and the volume LV and vibration LV cannot be changed during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function. In other words, the state related to the presentation and the state related to the operation of the movable means may not change during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function.

[0208] In the above modified example, even if the volume LV is changed during some or all of the periods during which the initialization notification is executed, the error notification is executed, and the operation of the pachinko gaming machine 10 is stopped by the complete function, the vibration LV may not be changed. In other words, even if the state related to the presentation is changed during some or all of the periods during which the initialization notification is executed, the error notification is executed, and the operation of the pachinko gaming machine 10 is stopped by the complete function, the state related to the operation of the movable means may not be changed.

[0209] The pachinko gaming machine 10 may be capable of executing a special effect, the execution probability of which can be customized, as an effect that can be executed during the execution of a variable game. As an example, the special effect may be an effect executed by one or more effect execution means, and may be an effect that indicates the probability of a jackpot in the variable game being executed. In this case, it is preferable that the state regarding the operation of the movable means does not change even if the execution probability of the special effect is customized.

[0210] The pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called "V zone") (so-called V-variable machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-variable machine specification.

[0211] If a small win is won in the special win lottery, a small win game (win game) may be awarded after the special game ends. In this embodiment, 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 may be increased (so-called small win RUSH) compared to a normal game state (for example, a low normal state).

[0212] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates game balls, which are an example of a game medium, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.

[0213] The pachinko game machine 10 may adopt a specification classified as the second type, also called the "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.

[0214] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may have a display control substrate that specializes in controlling the performance display device EH, a sound control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, sound control substrate, and lamp control substrate may be the same substrate. Also, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.

[0215] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main board 40 and the sub-board 50. The functions of the main board 40 may be divided and realized on multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.

[0216] The type of the jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in the jackpot game, the upper limit time for the jackpot opening 14 to be in an open state, and the opening mode (opening pattern) of the jackpot opening 14 may be changed.

[0217] The first special game and the second special game may be played in accordance with the order in which the game balls enter the starting holes 12, 13, or may be played simultaneously in parallel. The upper limit of the first special reservation number and the second special reservation number may be changed as appropriate. The upper limit of the first special reservation number and the upper limit of the second special reservation number may be different numbers. The CPU 41 may control so as not to reserve execution of either the first special game or the second special game.

[0218] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described. (Additional Note 1) A gaming machine in which the timing at which the moving effect is executed during execution of a pattern change game before the specific change game is started and the timing at which the moving effect is executed during execution of the specific change game after the power supply to the gaming machine is cut off and then resumed are different times in terms of the elapsed time from the start of the pattern change game in which the moving effect is executed.

[0219] (Appendix 2) A gaming machine in which the manner in which the movable presentation is performed differs between a case in which the movable presentation is performed during execution of a pattern change game before the start of the specific change game and a case in which the power supply to the gaming machine is cut off and then the movable presentation is performed during execution of the specific change game after the power supply is resumed.

[0220] (Appendix 3) A gaming machine comprising: a power imparting means for imparting power; and a performance execution means for executing a performance, wherein the performance execution means includes a movable means capable of executing a movable performance by being imparted with power from the power imparting means, wherein the states relating to the performance include a first performance state and a second performance state as performance states having different performance modes of sound performance, and wherein the states relating to the operation of the movable means include a first operating state and a second operating state, wherein when the state relating to the operation of the movable means in the first performance state is the first operating state, if the second performance state different from the first performance state is entered, the movable performance can be executed in the second operating state different from the first operating state.

[0221] (Appendix 4) A gaming machine comprising: a power imparting means for imparting power; and a performance execution means for executing a performance, wherein the performance execution means includes a movable means capable of executing a movable performance by being imparted power by the power imparting means; the states relating to the performance include a first performance state and a second performance state as performance states having different performance modes of sound performance; the states relating to the operation of the movable means include a first operating state and a second operating state; when the state relating to the operation of the movable means in the first performance state is the first operating state, if the second performance state different from the first performance state is reached, the movable performance can be executed in the second operating state different from the first operating state; the performance patterns of the movable performance include a first performance pattern and a second performance pattern; and the movable performance is executed based on the first performance pattern and the second performance pattern depending on the state relating to the operation of the movable means.

[0222] (Note 5) A robot is provided with a power imparting means for imparting power, an operating means capable of performing a predetermined operation, and a performance execution means for executing a performance, the performance execution means including a movable means capable of executing a moving performance by being imparted with power from the power imparting means, the performance-related states include a first performance state and a second performance state as performance states having different performance modes of sound performance, the performance-related states include a first operating state and a second operating state, and when the performance-related state of the movable means in the first performance state is the first operating state, the second performance state different from the first performance state is a first performance state. a second operating state different from the first operating state, the movable performance is executable in a second operating state different from the first operating state, the movable performance is executed in response to a first execution condition being satisfied, and in response to a second execution condition being satisfied different from the first execution condition, the manner of the movable performance differs between the case where the movable performance is executed in response to the first execution condition being satisfied and the case where the movable performance is executed in response to the second execution condition being satisfied, and at least the second execution condition includes the operation of the operation means. [Explanation of symbols]

[0223] 10...Pachinko game machine 40...Main board 41...CPU 42...ROM 43...RWM 44...Random number generation circuit 45...RWM clear switch 50...Sub-board 51...CPU 52...ROM 53...RWM 54...Adjustment switch 60...Power supply unit 61...Power switch 62...Back-up power supply BT1...First button BT2...Second button CG...Adjustment image EH...Performance display device EP1~EP3...Performance pattern LA...Decorative lamp MT...Vibration motor OG...Volume image SG...Vibration image SP...Speaker

Claims

[Claim 1] In a gaming machine in which a symbol variation game that has not yet started is stored as a reserved memory, and a pre-reading performance that suggests a possibility of winning can be executed before the symbol variation game based on the reserved memory is started, A power applying means for applying a power; A performance execution means for executing a performance; A look-ahead performance control means for controlling the look-ahead performance, the performance execution means includes an operating means to which power is applied from the power application means, The actuation means is capable of executing an actuation performance, The state related to the presentation includes a first presentation state and a second presentation state, which are presentation states having different presentation modes of sound presentation, The state regarding the operation of the actuation means includes a first operating state and a second operating state, When a state regarding the operation of the actuation means in the first performance state is the first operating state, in the case where the state becomes the second performance state different from the first performance state, the actuation means is set to the second operating state different from the first operating state; When the pre-reading performance control means determines execution of an operation performance that can be executed in one or more modes as the pre-reading performance, and when the symbol change game that triggered the determination of the execution of the operation performance is set as a specific change game, the pre-reading performance control means executes the operation performance during execution of one or more symbol change games that are executed before the specific change game is started, After it is determined that an operation performance is to be executed as the look-ahead performance, power supply to the gaming machine is cut off, and after the power supply is subsequently resumed, the operation performance is not executed before the specific variation game is started, and the operation performance can be executed during the execution of the specific variation game; A gaming machine characterized in that the first presentation state can be changed to the second presentation state by adjustment by a player.

Citation Information

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