Gaming Machines
Patent Information
- Application Number
- JP2024099236
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-20
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2040-02-07
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Conventionally, there are known gaming machines that can be controlled to a state advantageous to a player based on the display result of a variable display becoming a specific display result. For example, Patent Document 1 discloses a gaming machine that is controlled to a state in which a jackpot game can be executed based on the display of a complete set of seven symbols on a decorative symbol display device. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-147575 Summary of the Invention [Problem to be solved by the invention]
[0004] According to the gaming machine described above, during the execution of the jackpot start performance, a right-hit instruction is given to encourage the player to launch the gaming ball in a right direction by operating the ball launch handle, but there is still room for improvement in the instructions that encourage the player to launch the gaming ball in such a specified direction.
[0005] The present invention was devised in consideration of the above-mentioned situation, and its purpose is to provide a gaming machine that can suitably execute instructions that prompt the player to launch a gaming ball in a specified direction. [Means for solving the problem]
[0006] The gaming machine of means A is A gaming machine that can be controlled to an advantageous state that is advantageous to a player based on the display result of a variable display becoming a specific display result, an operating means operable by a player; a vibration effect execution means capable of executing a predetermined vibration effect and a special vibration effect as a vibration effect in which the operation means vibrates; a light-emitting effect execution means capable of executing a light-emitting effect that causes the operation means to emit light in response to the predetermined vibration effect; A specific effect execution means capable of executing a specific effect according to the progress of a game; a launching means capable of launching game media in response to an operation by a player; a guidance display means for displaying a guidance message to prompt a player to launch the game medium toward the second area out of the first area and the second area; The rate of being controlled to the advantageous state is higher when the predetermined vibration effect is executed than when the predetermined vibration effect is not executed, the guidance display includes a first guidance display and a second guidance display, The guidance display means The second guidance display is displayed during a first period during a predetermined period in which a start effect related to the start of control of the advantageous state is being executed, performing the first guidance display and the second guidance display during a second period that is within the predetermined period and that is after the first period; During a period after the predetermined period, the first guidance display is terminated while the second guidance display is continued; In both a first situation in which a power outage occurs during the second period while the first guidance display and the second guidance display are being displayed and the power is restored, and a second situation in which a power outage occurs during the period after the predetermined period while the second guidance display is being displayed and the power is restored, a recovery screen is displayed during recovery, and then a post-recovery screen is displayed after recovery; The second guidance display is displayed commonly on the during-restoration screen and the after-restoration screen in the first situation and on the during-restoration screen and the after-restoration screen in the second situation. It is characterized by: Furthermore, the gaming machine of means 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a state advantageous to a player (e.g., a jackpot gaming state) based on the display result of a variable display becoming a specific display result, the gaming machine comprising: operation means (e.g., a stick controller 31A, a push button 31B, etc.) operable by a player; vibration effect execution means (e.g., an effect control CPU 120 that executes the variable display effect process of step S172 using the operation unit effect control pattern or the vibration control data of the variable display effect control pattern determined in step AKS203) that can execute a predetermined vibration effect (e.g., driving a vibration motor 131 using a vibration pattern included in an operation unit effect pattern) and a special vibration effect (e.g., driving the vibration motor 131 using vibration control data included in a variable display effect control pattern) as vibration effects that vibrate the operation means; and light emitting effect execution means (e.g., an operation unit effect control CPU 120 that executes the variable display effect process of step S172 using the operation unit effect control pattern or the vibration control data of the variable display effect control pattern determined in step AKS203) that can execute a light emitting effect that causes the operation means to light up in accordance with the predetermined vibration effect (e.g., lighting a lever lamp 9B1 and a button lamp 9B2 using a light emitting color included in the operation unit effect pattern). and a specific effect execution means (e.g., the effect control CPU 120 that executes the variable display effect processing of step S172 based on the variable display effect control pattern determined in step AKS203) that can execute specific effects (e.g., the reach effect of SP reach A, the jackpot confirmation notification, the jackpot type lottery, etc.) according to the progress of the game, and the specific vibration effect is executed more frequently than when the specific vibration effect is not executed. The probability of being controlled to the advantageous state is higher when the predetermined vibration effect is set to a predetermined value (for example, the probability of a jackpot depending on the operation unit performance pattern, etc.), and the probability of being controlled to the advantageous state differs depending on the light emitting mode of the light emitting effect accompanying the predetermined vibration effect and the timing at which the predetermined vibration effect is executed (for example, the probability of a jackpot depending on the light emitting color included in the operation unit performance pattern and the application of the operation unit performance pattern, etc.), and the vibration effect execution means is capable of executing the special vibration effect in conjunction with the execution of the specific effect (for example, the execution of the vibration effect in periods AKZ01 to AKZ05, etc.),The predetermined vibration effect can be executed at the timing when the variable display is started (for example, execution of vibration effects at timings AKT01 to AKT03, AKT11, etc.), the predetermined vibration effect and the special vibration effect have different vibration patterns (for example, vibration patterns AKV01 to AKV03 that are different from vibration patterns AKV41 to AKV44), and further, a launching means that can launch game media into the game area in response to an operation by a player, and a guidance display means that displays a guide using an image to prompt the player to launch the game media toward the second flow-down path out of a first flow-down path and a second flow-down path along which the game media can flow down in the game area. the guidance display includes a first guidance display and a second guidance display, and the guidance display means, during a predetermined period after the display result of the variable display becomes the specific display result, displays the second guidance display before the name display of the advantageous state, which is part of the start effect that notifies the start of control of the advantageous state, is completed, displays the first guidance display after the name display of the advantageous state is completed, and continues the second guidance display; during a period after the predetermined period, ends the first guidance display while continuing the second guidance display, and continues the second guidance display in a special state after the control of the advantageous state is completed. With this configuration, interest in the game can be increased by drawing attention to the vibration patterns of the vibration effects, the light emission patterns of the light emission effects, and the execution timing of the vibration effects. Furthermore, interest in the game can be increased by diversifying the timing at which the vibration effects can be executed. Furthermore, instructions that prompt the player to launch the game ball in a predetermined direction can be executed in an optimal manner.
[0007] Furthermore, the embodiments for carrying out the invention described below include an invention relating to a gaming machine according to Means 2 below. Conventionally, gaming machines, such as those shown in Japanese Patent Application Laid-Open No. 2014-147575, have been configured to issue a right-hit instruction during the execution of a jackpot start presentation, prompting the player to launch the gaming ball to the right by operating a ball launching handle. However, there is still room for improvement in such instructions prompting the player to launch the gaming ball in a predetermined direction. In view of this, there is a need for a gaming machine that can suitably execute instructions prompting the player to launch the gaming ball in a predetermined direction.
[0008] The gaming machine of means 2 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player based on the display result of a variable display becoming a specific display result, and is equipped with: a launching means that can launch a gaming medium into a gaming area in response to player operation; and a guidance display means that uses image displays to display guidance that urges the player to launch the gaming medium toward the second flow-down path out of a first flow-down path and a second flow-down path along which the gaming medium can flow in the gaming area, wherein the guidance display includes a first guidance display and a second guidance display; and the guidance display means is characterized in that, during a predetermined period after the display result of the variable display becomes the specific display result, it displays the second guidance display before the name of the advantageous state, which is part of the start performance that notifies the start of control of the advantageous state, is displayed, and after the name of the advantageous state is displayed, it displays the first guidance display and continues the second guidance display; and during a period after the predetermined period, it ends the first guidance display while continuing the second guidance display; and in a special state after control of the advantageous state has ended, it continues the second guidance display. According to this feature, it is possible to suitably execute instructions that prompt the player to launch the game ball in a predetermined direction. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2]FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-2] 10 is a flowchart showing an example of a stop symbol determination process. [Figure 10-3] A figure showing an example of settings for a setting suggestion effect execution decision table. [Figure 10-4] 10A and 10B are diagrams illustrating configuration examples and setting examples related to setting suggestion patterns. [Figure 10-5] 10 is a flowchart showing an example of a variable display effect process. [Figure 10-6] A figure showing an example of setting suggestion performance. [Figure 11-1] FIG. 1 is a front view of a pachinko gaming machine relating to characteristic part 10SH. [Figure 11-2] This is a configuration diagram showing various control boards, etc. installed in a pachinko gaming machine related to characteristic part 10SH. [Figure 11-3] 10 is a flowchart showing an example of a variable display start setting process related to the characteristic part 10SH. [Figure 11-4] An explanatory diagram showing an example of the content of the vibration effect and the reliability of a jackpot. [Figure 11-5] A figure showing an example of the execution timing and duration of vibration effects and visual guidance effects. [Figure 11-6] 10A and 10B are diagrams illustrating examples of vibration effects and visual guidance effects. [Figure 11-7] 10A and 10B are diagrams illustrating examples of vibration effects and visual guidance effects. [Figure 12-1] 10 is a diagram showing an example of the configuration of a performance device relating to characteristic parts 48AK to 50AK. FIG. [Figure 12-2] A figure showing an example of settings when executing an operation unit performance pattern and a specific linked performance. [Figure 12-3] FIG. 10 is a diagram showing settings of vibration patterns. [Figure 12-4] 10A and 10B are diagrams illustrating examples of effects using vibration and light emission. [Figure 12-5] FIG. 10 is a diagram showing an example of setting a continuous effect pattern. [Figure 12-6] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 12-7] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 12-8] FIG. 10 is a diagram illustrating an example of the configuration of a performance control pattern. [Figure 12-9] FIG. 10 is a diagram showing an example of setting the timing at which an operation unit effect can be executed. [Figure 12-10] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-11] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-12] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-13] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-14] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-15] FIG. 10 is a diagram illustrating an example of control of the operation unit presentation. [Figure 12-16] A figure showing an example of the execution of a performance in which a game effect lamp is illuminated. [Figure 12-17] A figure showing an example of setting a performance period during which a specific linked performance can be executed. [Figure 12-18] FIG. 10 is a diagram showing an example of a performance when a reach performance is executed. [Figure 12-19] FIG. 10 is a diagram showing an example of a performance when a reach performance is executed. [Figure 12-20] FIG. 10 is a diagram showing an example of a performance when a reach performance is executed. [Figure 12-21] FIG. 10 is a diagram illustrating an example of music playback execution. [Figure 13-1] 1 is a front view of a pachinko gaming machine according to a characteristic feature of the present embodiment. [Figure 13-2] FIG. 10 is an explanatory diagram showing a frame lamp. [Figure 13-3] An explanatory diagram showing the special pattern LED board and the fourth pattern unit. [Figure 13-4] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 13-5] FIG. 2 is a front view of the image display device. [Figure 13-6] FIG. 10 is an explanatory diagram showing a winning type table. [Figure 13-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 13-8] An explanatory diagram showing a jackpot determination table and a jackpot type determination table. [Figure 13-9] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 13-10] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 13-11] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 13-12] 10 is a flowchart showing an example of special symbol variation processing. [Figure 13-13] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 13-14] This is a flowchart showing an example of processing before opening a jackpot. [Figure 13-15] A flowchart showing an example of processing during jackpot release. [Figure 13-16] A flowchart showing an example of processing after a jackpot is released. [Figure 13-17] A flowchart showing an example of a jackpot end process. [Figure 13-18]A flowchart showing an example of a performance process during a jackpot. [Figure 13-19] 10 is a timing chart showing an example of processing during a winning fluctuation. [Figure 13-20] This is a timing chart showing an example of processing during a jackpot. [Figure 13-21] This is a timing chart showing an example of processing after a jackpot has ended. [Figure 13-22] FIG. 4 is an explanatory diagram showing a lighting state of the lamp. [Figure 13-23] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-24] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-25] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-26] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-27] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-28] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-29] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-30] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-31] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-32] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-33] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-34] FIG. 10 is an explanatory diagram illustrating an example of a parent table in a lighting data table. [Figure 13-35] FIG. 10 is an explanatory diagram illustrating an example of a child table in the lighting data table. [Figure 13-36]FIG. 10 is an explanatory diagram illustrating an example of a grandchild table in the lighting data table. [Figure 13-37] FIG. 10 is an explanatory diagram illustrating an example of a grandchild table in the lighting data table. [Figure 13-38] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-39] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-40] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-41] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-42] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-43] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-44] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-45] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-46] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-47] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-48] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-49] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-50] 1 is an explanatory diagram showing the presentation of a pachinko game machine during play. FIG. [Figure 13-51] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage during the fanfare presentation due to a special chart 1 hit. [Figure 13-52] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored from a power outage during one round of a jackpot when special chart 1 is hit. [Figure 13-53]This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage between rounds one round after a jackpot when special chart 1 is hit. [Figure 13-54] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage during the second round of a jackpot when special chart 1 is hit. [Figure 13-55] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage between rounds two rounds after a jackpot when special chart 1 is hit. [Figure 13-56] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage between rounds three rounds after a jackpot when special chart 1 is hit. [Figure 13-57] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage during the 4th round of a jackpot when special chart 1 is hit. [Figure 13-58] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored after a power outage between rounds four rounds after a jackpot when special chart 1 is hit. [Figure 13-59] This is an explanatory diagram showing the presentation of a pachinko game machine when power is restored from a power outage during the final round of a jackpot when special chart 1 is hit. [Figure 13-60] This is an explanatory diagram showing the presentation mode of a pachinko game machine when power is restored after a power outage during the ending presentation when special chart 1 is hit. DETAILED DESCRIPTION OF THE INVENTION
[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0011] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0012] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0013] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0015] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0016] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0017] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0018] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0019] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0020] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0021] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0022] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0023] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0024] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0025] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0026] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0027] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0028] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0029] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0030] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0031] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0032] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0033] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0034] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0035] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0036] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0037] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0038] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0039] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed directly in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0040] The display monitor 29 can display winning information such as the consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the first and second large winning slots (attackers) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the first and second large winning slots (attackers) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.
[0041] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0042] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.
[0043] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0044] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0045] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0046] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0047] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0048] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0049] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0050] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0051] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0052] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.
[0053] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0054] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0055] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0056] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0057] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0058] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0059] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0060] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0061] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0062] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.
[0063] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0064] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0065] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0066] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0067] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0068] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0069] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0070] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0071] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0072] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0073] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0074] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0075] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0076] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0077] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0078] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0079] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0080] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0081] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0082] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.
[0083] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0084] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0085] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0086] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0087] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0088] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0089] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0090] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0091] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0092] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0093] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0094] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0095] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0096] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0097] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0098] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0099] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0100] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0101] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0102] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0103] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0104] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.
[0105] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0106] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.
[0107] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0108] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0109] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0110] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0111] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.
[0112] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.
[0113] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0114] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0115] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0116] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0117] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0118] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of RAM 102, and update the number of pending memories. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the number of pending memories are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 5.
[0119] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0120] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0121] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0122] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0123] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0124] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0125] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0126] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0127] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0128] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0129] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0130] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0131] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0132] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0133] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0134] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0135] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.
[0136] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.
[0137] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0138] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0139] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0140] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0141] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0142] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0143] The number of setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).
[0144] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0145] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 and return it to its initial position, and control to perform predetermined operation checks.
[0146] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0147] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0148] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0149] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0150] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0151] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0152] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0153] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0154] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0155] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0156] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0157] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0158] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0159] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0160] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0161] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0162] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0163] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0164] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0165] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0166] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0167] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0168] (Explanation of the features related to the setting suggestion) The following describes a feature relating to the setting suggestion effect in the pachinko gaming machine 1. In this feature, it is possible to execute a setting suggestion effect that suggests the setting value in the pachinko gaming machine 1 at a predetermined rate while the variable display is being executed.
[0169] FIG. 10-1 is a flowchart showing an example of processing executed in step S171 of the effect control process as variable display start setting processing. In the variable display start setting processing, a stop symbol determination processing is executed (step S201). In the stop symbol determination processing, a combination of decorative symbols to be stopped and displayed in the variable display of decorative symbols, such as the final stop symbol in the variable display of decorative symbols, is determined. Following the stop symbol determination processing, a notice effect determination processing is executed (step S202). The notice effect determination processing makes it possible to determine the notice effect included in the advantageous suggestion effect.
[0170] After the preview effect determination process is executed, the effect control pattern is determined to be one of multiple patterns prepared in advance (step S203). The effect control pattern may include a special symbol change effect control pattern, a preview effect control pattern, and other control patterns for controlling the execution of various effects. For example, one of multiple prepared special symbol change effect control patterns is selected and set as the pattern to be used in response to the change pattern indicated by the change pattern designation command. Also, one of multiple prepared preview effect control patterns may be selected and set as the pattern to be used in response to the determination result of the preview effect determination process in step S202. Note that the special symbol change effect control pattern and the preview effect control pattern are not limited to being set as separate effect control patterns, and one effect control pattern corresponding to the combination of execution settings for each effect may be set.
[0171] When the effect control pattern is determined in step S203, an initial value of an effect control process timer provided in a predetermined area (such as the effect control timer setting unit) of RAM 122 is set corresponding to the variation pattern designated by the variation pattern designation command, for example (step S204). Also, settings are made to start the variation of decorative patterns, etc. on the screen of image display device 5 (step S205). At this time, the variation of decorative patterns can be started in each of the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R provided on the screen of image display device 5 by transmitting a display control command designated by the display control data included in the effect control pattern (the special pattern variation effect control pattern) determined in step S203 to the VDP of display control unit 123.
[0172] Next, a pending display update setting is performed when the variable display starts (step S206). For example, in the pending display area provided on the screen of the image display device 5, the display portion corresponding to the pending number "1" (the display portion at the left end) is erased (destroyed), and the pending displays in the display portions corresponding to the other pending numbers "2" to "4" are moved (shifted) one by one to the left. This shifts the pending display. In the active display portion provided on the screen of the image display device 5, an active display corresponding to the deleted (destroyed) pending display in the pending display area may be displayed. Note that when the pending memory count is "0," if the variable display starts immediately upon the occurrence of a first start winning or a second start winning, a setting may be made to update the active display in the active display area without updating the pending display. Thereafter, the value of the effect process flag is updated to "2," which corresponds to the effect processing during the variable display (step S207), and the variable display start setting process is terminated.
[0173] 10-2 is a flowchart showing an example of the process executed in step S201 of the variable display start setting process as the stop symbol determination process. In the stop symbol determination process, it is determined whether or not the reach effect of the super reach is executed (step S221). Whether or not the reach effect of the super reach is executed can be determined based on the variation pattern indicated by the variation pattern designation command transmitted from the main board 11, for example.
[0174] When the reach effect of the super reach is not executed (step S221; No), the final stop pattern in the case of a non-reach or normal reach is determined (step S222), and the stop pattern determination process is terminated. In the case of a non-reach, the variable display result is a "miss." In the case of a normal reach, there are cases where the variable display result is a "jackpot" and cases where the variable display result is a "miss." In the case of a non-reach where the state of the variable display of the decorative pattern is not a reach state, the final stop pattern is displayed as a fixed decorative pattern of the non-reach combination. The final stop pattern in the case of a non-reach is determined so that different (mismatched) decorative patterns are displayed in the "left" and "right" decorative pattern display areas 5L, 5R. In the case of a normal reach where the variable display result is a "miss," the final stop pattern in the case of a reach miss is displayed as a fixed decorative pattern of the reach miss combination. The final stopping pattern when a reach is missed is determined to be the same (matching) decorative pattern in the "left" and "right" decorative pattern display areas 5L and 5R. During a normal reach where the variable display result is a "jackpot", the final stopping pattern when a jackpot occurs is the confirmed decorative pattern of the jackpot combination. The final stopping pattern when a jackpot occurs is determined to be the same (matching) decorative pattern in the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R.
[0175] When the reach effect of the super reach is executed (step S221; Yes), the final stop pattern at the time of the super reach is determined (step S223). At the time of the super reach, there are cases where the variable display result is a "jackpot" and cases where the variable display result is a "miss". At the time of the super reach where the variable display result is a "miss", the final stop pattern at the time of the reach miss is the fixed decorative pattern of the reach miss combination. At the time of the jackpot where the variable display result is a "jackpot", the final stop pattern at the time of the jackpot is the fixed decorative pattern of the jackpot combination.
[0176] During a super reach, regardless of whether the variable display result is a "jackpot" or a "miss," identical (matching) decorative symbols are stopped and displayed as confirmed decorative symbols in the "left" and "right" decorative symbol display areas 5L and 5R. The left and right decorative symbols constituting such reach-miss combinations and jackpot combinations are also referred to as reach symbols. The decorative symbols that can be determined as reach symbols may include multiple types of decorative symbols, such as seven types of decorative symbols corresponding to the numbers 1 to 7. The decorative symbols corresponding to the numbers may be only effect images showing the numbers, or may be effect images showing various characters in addition to the numbers. The reach symbol may be determined as one of multiple decorative symbols based on numerical data indicating random number values for determining the reach symbol, for example, by referencing a reach symbol determination table stored in advance in the ROM 121. The numerical data indicating random number values for determining the reach symbol may be updatable using one or both of the random counter and the random number circuit 124 provided in the RAM 122.
[0177] In the reach symbol determination table, the number of judgment values assigned to the decorative symbol that becomes the reach symbol may differ depending on whether the variable display result is a "miss" or a "jackpot." For example, when the variable display result is a "miss," the determination rate of the decorative symbol corresponding to the number 1 is the highest, the determination rate of the decorative symbol decreases as the numbers become 2, 3, 4, 5, and 6, and the determination rate of the decorative symbol corresponding to the number 7 is the lowest. On the other hand, when the variable display result is a "jackpot," the determination rate of the decorative symbol corresponding to the number 1 is the lowest, the determination rate of the decorative symbol increases as the numbers become 2, 3, 4, 5, and 6, and the determination rate of the decorative symbol corresponding to the number 7 is the highest. With such a determination ratio setting, when a decorative symbol corresponding to the number 7 is stopped and displayed as a reach symbol, the variable display result becomes "jackpot" and the probability of being controlled to the reach symbol state is the highest. As the numbers 6, 5, 4, 3, and 2 are stopped and displayed as reach symbols, the probability of the variable display result becoming "jackpot" and being controlled to the reach symbol state decreases. When a decorative symbol corresponding to the number 1 is stopped and displayed as a reach symbol, the probability of the variable display result becoming "jackpot" and being controlled to the reach symbol state is the lowest. Note that in the reach symbol determination table, the number of determination values assigned to the decorative symbol that becomes a reach symbol may be the same regardless of whether the variable display result is a "miss" or a "jackpot." The number of determination values assigned to each decorative symbol that becomes a reach symbol may be different, or the number of determination values assigned may be the same regardless of the decorative symbol that becomes a reach symbol. The determination ratio of the decorative symbol that becomes a reach symbol may differ depending on the type of jackpot.
[0178] Following step S223, it is determined whether the determined ready-to-win symbol is a decorative symbol corresponding to the number 7 (step S224). At this time, if the ready-to-win symbol is a decorative symbol corresponding to a number other than 7 (step S224; No), the stop symbol determination process is terminated. If the ready-to-win symbol is a decorative symbol corresponding to the number 7 (step S224; Yes), the presence or absence of a setting suggestion effect is determined depending on whether or not a setting suggestion effect is to be executed (step S225). The presence or absence of a setting suggestion effect may be determined based on numerical data indicating a random number value for determining whether or not a setting suggestion effect is to be executed, for example, by referencing a setting suggestion effect execution determination table stored in advance in ROM 121. The numerical data indicating the random number value for determining whether or not a setting suggestion effect is to be executed may be updatable using one or both of the random counter and the random number circuit 124 provided in RAM 122. The presence or absence of a setting suggestion effect is determined as either "no effect," in which no setting suggestion effect is executed, or "effect," in which a setting suggestion effect is executed.
[0179] Based on the determination result of step S225, it is determined whether or not "effect is on" has been determined, in which a setting suggestion effect is executed (step S226). If "effect is off", in which a setting suggestion effect is not executed, has been determined (step S226; No), the process of determining the symbols to be stopped is terminated. If "effect is on" has been determined (step S226; Yes), the setting value set in the pachinko gaming machine 1 is identified (step S227). The effect control CPU 120 receives a setting value notification command sent from the main board 11 when the pachinko gaming machine 1 is powered on, and stores the notified setting value in a predetermined area of the RAM 122. As a result, in step S227, the setting value stored in the RAM 122 is identified.
[0180] Following step S227, a setting suggestion pattern is determined (step S228), and then the stop symbol determination process is terminated. The setting suggestion pattern may be determined to be one of a plurality of setting suggestion patterns by referring to a setting suggestion pattern determination table stored in advance in ROM 121 based on numerical data indicating a random number value for determining the setting suggestion pattern. The numerical data indicating the random number value for determining the setting suggestion pattern may be updated using one or both of the random counter and the random number circuit 124 provided in RAM 122.
[0181] FIG. 10-3 shows an example of a setting suggestion effect execution determination table. For example, the ROM 121 pre-stores table data constituting the determination table TA01 shown in FIG. 10-3 as the setting suggestion effect execution determination table. In step S225 of the stopping symbol determination process, the presence or absence of the setting suggestion effect is determined by, for example, referencing the determination table TA01. In the determination table TA01, the number of determination values assigned to the presence or absence of the setting suggestion effect varies depending on whether the variable display result is a "miss" or a "jackpot." For example, when the variable display result is a "jackpot," the determination rate of "present" (executing the setting suggestion effect) is higher than when the variable display result is a "miss." With this determination rate setting, when the setting suggestion effect is executed, the probability that the variable display result will be a "jackpot" and the game will be controlled to a jackpot game state is higher than when the setting suggestion effect is not executed. Note that, in the setting suggestion effect execution determination table, the number of determination values assigned to the presence or absence of the setting suggestion effect may be the same regardless of whether the variable display result is a "miss" or a "jackpot."
[0182] FIG. 10-4(A) shows an example of the configuration of setting suggestion patterns. In this embodiment, four patterns RE-0 to RE3 are provided as multiple setting suggestion patterns. These setting suggestion patterns have different suggestion contents depending on whether the symbol display color is changed and, if so, the display color. The symbol display color is the display color of the decorative symbol stopped and displayed as a reach symbol, and can be changed to suggestion display colors including copper, silver, and gold in addition to the normal display color red. Pattern RE-0 does not change the symbol display color and suggests a low expectation of a favorable setting value for the player. Pattern RE-1 changes the symbol display color to copper, suggesting that the setting value is 2 or higher. Pattern RE-2 changes the symbol display color to silver, suggesting a high expectation of a favorable setting value for the player. Pattern RE-3 changes the symbol display color to gold, suggesting that the setting value is 6, the highest setting value. In this way, in the setting suggestion effect using the reach symbol, suggestions regarding the setting value in the pachinko gaming machine 1 can be made depending on whether the symbol display color has changed or not and the symbol display color after the change.
[0183] FIG. 10-4(B) shows a setting example for the setting suggestion pattern determination table. For example, the ROM 121 stores table data constituting the determination table TA11 shown in FIG. 10-4(B) as the setting suggestion pattern determination table in advance. In step S228 of the stopping symbol determination process, the setting suggestion pattern is determined by referring to the determination table TA11. In the determination table TA11, there are portions where the number of judgment values assigned to the determination result of the setting suggestion pattern differs depending on the setting value set in the pachinko gaming machine 1.
[0184] When a setting suggestion effect using a reach symbol is executed, the reach symbol becomes a decorative symbol corresponding to the number 7, and therefore the probability of control to a jackpot gaming state is high. When the setting suggestion effect is executed with pattern RE-0, the expectation of a setting value advantageous to the player is low, and when the setting suggestion effect is executed with pattern RE-1, the setting value is confirmed to be 2 or higher. When the setting suggestion effect is executed with pattern RE-2, the expectation of a setting value advantageous to the player is high, and when the setting suggestion effect is executed with pattern RE-3, the setting value is confirmed to be 6, the highest setting value. Thus, when the variable display mode of the decorative symbol is in the reach mode, the reach symbol includes a symbol display mode that suggests control of the jackpot gaming state, such as a decorative symbol corresponding to a number other than 7, and a symbol display mode that suggests control of the jackpot gaming state, such as a decorative symbol corresponding to the number 7, and also suggests the setting value set in the pachinko gaming machine 1. When the reach symbol is a decorative symbol corresponding to the number 7, the reach symbol is displayed in the normal display color to give a suggestion regarding the control of the jackpot game state, and then the symbol display color is changed to continue giving a suggestion regarding the control of the jackpot game state and also giving a suggestion regarding the setting value.
[0185] The setting suggestion effect can be executed in different presentation modes depending on the setting value set in the pachinko gaming machine 1. For example, if the setting value set in the pachinko gaming machine 1 is 1, the setting suggestion pattern is not determined to be pattern RE-1, and the symbol display color is not changed to copper. In this way, depending on whether the setting value set in the pachinko gaming machine 1 is other than 1, the symbol display mode when the reach symbol is a decorative symbol corresponding to the number 7, whether the symbol display color is changed to copper, or not, differs. If the setting value set in the pachinko gaming machine 1 is other than 6, the setting suggestion pattern is not determined to be pattern RE-3, and the symbol display color is not changed to gold. In this way, depending on whether the setting value set in the pachinko gaming machine is 6, the symbol display mode when the reach symbol is a decorative symbol corresponding to the number 7, whether the symbol display color is changed to gold, or not, differs.
[0186] Instead of or in addition to changing the symbol display color, which is the display color of the decorative symbols displayed as reach symbols, setting suggestion effects may change any aspect of the reach state, such as the shape or pattern of the decorative symbols displayed as reach symbols. Alternatively, setting suggestion effects may change the presentation mode using any presentation device, such as the display of a background image, an outer frame image, or other presentation image, audio output from speakers 8L and 8R, the illumination of decorative light sources such as game effect lamps 9 and decorative LEDs, the operation of presentation movable components, or a combination of all or some of these. Setting suggestion effects and other presentation effects in pachinko gaming machine 1 may be executed when any data related to presentation control, any data unrelated to presentation control, or a combination of these data satisfies one or more predetermined conditional expressions for presentation execution. Presentations that change the symbol display color are also called change presentations.
[0187] The multiple setting suggestion patterns may include patterns that can be determined only when the game is controlled to a jackpot gaming state and patterns that can be determined even when the game is not controlled to a jackpot gaming state. For example, patterns RE-0 and RE-1 may be determined at a predetermined rate even when the variable display result is a "miss," whereas patterns RE-2 and RE-3 may be determined at a predetermined rate only when the variable display result is a "jackpot" and cannot be determined when the variable display result is a "miss." In this case, pattern RE-2 may be determined at a common rate regardless of the setting value set in the pachinko gaming machine 1, whereas pattern RE-3 may be determined at a different rate depending on the setting value set in the pachinko gaming machine 1.
[0188] FIG. 10-5 is a flowchart showing an example of processing executed in step S172 of the effect control process processing as the effect processing during variable display. In the effect processing during variable display, it is determined whether or not the special chart change time, which is the variable display time corresponding to the change pattern, has elapsed based on, for example, the timer value of the effect control process timer (step S241). If it is determined that the variable display time has not elapsed (step S241; No), control is performed to execute various effects as the variable display progresses. The effect control CPU 120 creates various commands based on control data read from the effect control pattern determined in step S203 of the variable display start setting process. These commands are transmitted to the display control unit 123, the audio control board 13, the lamp control board 14, etc. This allows various effects to be performed by a specified effect device by displaying a specified effect image on the screen of the image display device 5, outputting specified sound effects from the speakers 8L and 8R, turning on, off or flashing the game effect lamp 9 and decorative LED, operating movable parts for effect such as the movable body 32, or by combining some or all of these.
[0189] In the variable display performance processing, it is determined whether or not it is a notice performance period (step S242). If it is a notice performance period (step S242; Yes), control is performed to execute a notice performance (step S243). If it is not a notice performance period (step S242; No), or after the control of step S243 is performed, it is determined whether or not it is a reach performance period (step S244). If it is a reach performance period (step S244; Yes), control is performed to execute a reach performance (step S245). By the control of step S245, when a decorative symbol that becomes a reach performance symbol is stopped and displayed, and then a reach performance is executed after the symbol display color is changed, it is possible to give suggestions regarding control of the jackpot game state and to give suggestions regarding the setting values of the pachinko game machine 1.
[0190] If it is not a reach effect period (step S244; No), or after the control of step S245 has been performed, it is determined whether it is a change effect period (step S246). The change effect period may be predetermined as an execution period for an effect in which the symbol display color is changed when a setting suggestion effect using a reach effect is executed. If it is a change effect period (step S246; Yes), control is performed to execute the change effect (step S247). If it is not a change effect period (step S246; No), or after the control of step S247 has been performed, control is performed to execute effects during variable display, including variable display operation of decorative symbols, based on, for example, settings in the effect control pattern determined corresponding to the variation pattern, and then the variable display effect processing ends.
[0191] The duration of the altered effect may be set to a different length depending on the type of the altered effect. For example, in the case of pattern RE-0, the duration of the altered effect may be set to the shortest first period; in the case of pattern RE-1, the duration of the altered effect may be set to the second period, which is longer than the first period; in the case of pattern RE-2, the duration of the altered effect may be set to the third period, which is longer than the second period; and in the case of pattern RE-3, the duration of the altered effect may be set to the longest fourth period. Generally, when an advantageous effect (an advantageous effect) is displayed, players tend to take pictures or videos of the effect with their mobile devices and post them on membership-based websites such as social networking services (SNSs) or internet video distribution sites. However, if the duration of such advantageous effects is short, there is a problem in that it is difficult to secure adequate time for taking pictures. On the other hand, effects that are often displayed even when the player is unfavorable (unfavorable effects) do not motivate players to take pictures, so a long duration of the unfavorable effect may actually cause discomfort to the player. Therefore, the execution period of advantageous effects is extended to ensure time for taking pictures, and the execution period of unfavorable effects is shortened compared to advantageous effects to reduce discomfort. This prevents players from missing advantageous effects when they are executed, and also ensures time for taking pictures. Furthermore, by ensuring time for taking pictures, players can post captured images and videos on the Internet, thereby increasing public interest in the pachinko gaming machine 1. In addition, in many cases, the information on which pachinko gaming machine 1 at which gaming parlor the images were taken is also posted, which, from the gaming parlor's perspective, means that the player has promoted the gaming parlor. In this way, by ensuring time for taking pictures when a suggestion regarding the setting values of the pachinko gaming machine 1 is made, a synergistic effect is achieved not only for players but also for the gaming parlor.
[0192] If the variable display time has elapsed (step S241; Yes), it is determined whether a symbol determination command transmitted from the main board 11 has been received (step S249). If the symbol determination command has not been received (step S249; No), the variable display performance process is terminated and the system is put into standby. If a predetermined time has elapsed after the variable display time has elapsed without the symbol determination command being received, a predetermined error process may be executed in response to the failure to properly receive the symbol determination command. If the symbol determination command has been received (step S249; Yes), control is performed to derive and display the final stop symbol (determined decorative symbol) that will be the display result in the variable display of the decorative symbol (step S250). Next, a predetermined time is set as a waiting time for receiving a jackpot start command (step S251). Furthermore, the value of the performance process flag is updated to "3," which corresponds to the special symbol winning waiting process (step S252), and the variable display performance process is then terminated.
[0193] FIG. 10-6 shows an example of the execution of a setting suggestion effect. FIG. 10-6(A) shows an effect execution example HD101 in which the variable display of the decorative symbols is in a reach state and a reach is established. When a decorative symbol corresponding to the number 7 is stopped and displayed in the "left" and "right" decorative symbol display areas 5L and 5R, a reach is established and a normal reach reach effect is executed. FIG. 10-6(B) shows an effect execution example HD102 in which a normal reach reach effect transitions to a super reach reach effect. The decorative symbols are displayed in reduced size on the display screen of the image display device 5, and an effect image for the super reach reach effect is displayed. FIG. 10-6(C) shows an effect execution example HD103 in which a change effect is executed as a setting suggestion effect. An effect display corresponding to the change effect is displayed superimposed on the stopped reach symbol. In addition, an effect image announcing a message such as "Pattern display color change!!" is displayed, suggesting a change in the symbol display color.
[0194] FIG. 10-6 (D1) shows an example HD111 of effect execution in which the symbol display color does not change due to pattern RE-0. FIG. 10-6 (D2) shows an example HD112 in which the symbol display color changes to copper due to pattern RE-1. FIG. 10-6 (D3) shows an example HD113 in which the symbol display color changes to silver due to pattern RE-2. FIG. 10-6 (D4) shows an example HD113 in which the symbol display color changes to gold due to pattern RE-3. In the example HD111, the symbol display color does not change due to pattern RE-0, remaining the normal red color. This execution of a failure effect (fake effect) in which the symbol display color does not change suggests a low expectation of a favorable setting value for the player. In the example HD112, the symbol display color changes to copper due to pattern RE-1, confirming that the setting value is 2 or higher. In the example HD113, the display color of the reach symbol changes to silver by the pattern RE-2, suggesting a high expectation of a favorable setting value for the player. In the example HD114, the display color of the reach symbol changes to gold by the pattern RE-3, suggesting the confirmation of 6, the highest setting value.
[0195] In addition to the change effect that can change the display color of the reach symbol, the setting suggestion effect may be any effect, such as a pseudo consecutive effect or a pre-reading notice effect, that suggests the likelihood of a jackpot and may also suggest a setting value for the pachinko gaming machine 1. During the execution of the variable display, a suggestion regarding control of the jackpot gaming state may be made, followed by a suggestion regarding the setting value for the pachinko gaming machine 1. When any effect is executed, it may include a case where, after making a suggestion regarding control of the jackpot gaming state, the suggestion regarding control of the jackpot gaming state is continued, or a case where the suggestion regarding control of the jackpot gaming state is continued while suggesting a setting value for the pachinko gaming machine 1. When any effect is executed, it may include a case where, after making a suggestion regarding control of the jackpot gaming state, the suggestion ends, or a case where the suggestion regarding control of the jackpot gaming state is continued while suggesting a setting value for the pachinko gaming machine 1.
[0196] The suggestion regarding the setting value of the pachinko gaming machine 1 is not limited to suggesting the setting value of the pachinko gaming machine 1, and may suggest, for example, whether or not the setting value of the pachinko gaming machine 1 has been changed. For example, the multiple setting suggestion patterns may include patterns with different determination rates depending on whether or not the setting value of the pachinko gaming machine 1 has been changed. When the setting value of the pachinko gaming machine 1 has been changed, a suggestion is made using the presentation mode of a pattern that is determined with a high probability, thereby diversifying the presentation and increasing the enjoyment of the game so that the player can recognize that the setting value has been changed.
[0197] During execution of the variable display, suggestions regarding control of the jackpot gaming state may be made, but suggestions regarding the setting values of the pachinko gaming machine 1 may not be made. After that, when the display result of the variable display becomes "jackpot," suggestions regarding the setting values of the pachinko gaming machine 1 may be made in conjunction with the execution of the jackpot start effect (fanfare effect) or the jackpot in-play effect (effects corresponding to the first round, second round, etc.). There may also be cases where suggestions regarding the setting values of the pachinko gaming machine 1 are made without making suggestions regarding control of the jackpot gaming state.
[0198] Instead of some or all of the suggestions regarding the control of the jackpot gaming state, or together with some or all of the suggestions regarding the control of the jackpot gaming state, suggestions regarding the control of a state that is advantageous to the player, different from the jackpot gaming state, may be made. For example, a suggestion regarding a probability variable state that is controlled after the jackpot gaming state ends may be made. In addition, suggestions regarding a state in which any game value that is advantageous to the player is awarded as an advantageous state may be made, depending on whether or not it is controlled.
[0199] (Explanation of feature part 10SH) Next, a characteristic feature 10SH of this embodiment will be described.
[0200] The gaming machine according to the characteristic part 10SH is a gaming machine that can be controlled to an advantageous state that is advantageous to the player. For example, as described above, the pachinko gaming machine 1 can be controlled to an advantageous jackpot gaming state that is advantageous to the player.
[0201] The gaming machine according to the characteristic feature 10SH includes an operation means that can be operated by a player. For example, the pachinko gaming machine 1 includes a push button 31B that can be pressed by a player to perform a predetermined instruction operation.
[0202] The gaming machine according to the characteristic feature 10SH includes a vibration effect execution means capable of executing a vibration effect in which the operation means vibrates. For example, the effect control CPU 120 can execute a vibration effect in which the push button 31B vibrates.
[0203] The gaming machine according to the characteristic feature 10SH includes a visual line guidance effect execution means capable of executing a visual line guidance effect that guides the player's line of sight to the operation means. For example, the effect control CPU 120 can execute a visual line guidance effect that guides the player's line of sight to the push button 31B.
[0204] The gaming machine according to the characteristic part 10SH has a higher expectation of being controlled to an advantageous state when the vibration effect is executed than when the vibration effect is not executed. For example, the pachinko gaming machine 1 has a higher probability of winning when the vibration effect is executed than when the vibration effect is not executed.
[0205] The vibration effect execution means according to the characteristic part 10SH can execute a vibration effect at a first timing and a second timing after the first timing. For example, the effect control CPU 120 can execute a vibration effect at either timing T1 when the variable display of the decorative symbols starts or timing T2 when a reach is established, or at either timing T3 when a reach effect of a normal reach is being executed, which is after timing T1 and timing T2, or at timing T4 when a reach effect of a super reach is being executed.
[0206] The vibration effect execution means according to the characteristic part 10SH can execute the vibration effect in a common manner regardless of whether it is the first timing or the second timing. For example, the effect control CPU 120 can execute the vibration effect in a manner in which the vibration time and the light color of the push button 31B are common regardless of whether it is the timing T1 or T2 or the timing T3 or T4.
[0207] The visual line guidance effect execution means according to characteristic part 10SH does not execute the visual line guidance effect at timing 1. For example, the effect control CPU 120 does not execute the visual line guidance effect at timings T1 and T2.
[0208] The visual line guidance effect execution means according to characteristic part 10SH can execute the visual line guidance effect before the vibration effect is executed at timing 2. For example, the effect control CPU 120 can execute the visual line guidance effect before the vibration effect is executed at timings T3 and T4.
[0209] The vibration effect execution means according to the characteristic part 10SH can execute a vibration effect when a visual line guidance effect is being executed. For example, the effect control CPU 120 can execute a vibration effect when a visual line guidance effect is being executed.
[0210] The gaming machine according to the characteristic part 10SH includes a specific effect execution means capable of executing a specific effect different from the vibration effect and the gaze guiding effect. For example, the effect control CPU 120 can execute a reach effect of a super reach.
[0211] The vibration effect execution means according to the characteristic part 10SH can execute a vibration effect when a specific effect is being executed. For example, the effect control CPU 120 can execute a vibration effect when a reach effect of a super reach is being executed.
[0212] The gaming machine according to the characteristic part 10SH includes a display means for displaying. For example, the pachinko gaming machine 1 includes an image display device 5 for displaying various effect images.
[0213] The display of the visual guidance effect related to characteristic part 10SH has a lower priority than the display of predetermined information, but a higher priority than the display of information different from the predetermined information. For example, the visual guidance effect image has a lower priority than the constant small pattern, the hold number display, and various error notifications, but a higher priority than the hold display, active display, background image, and decorative pattern.
[0214] (Configuration of Pachinko Machine 1) FIG. 11-1 is a front view of the pachinko gaming machine 1 relating to the characteristic part 10SH, showing the layout of the main components.
[0215] The push button 31B is made of a light-transmitting material, and a game effect lamp 9B for generating a game effect is provided inside the push button 31B. With this configuration, the push button 31B can be made to emit light when the game effect lamp 9B is turned on.
[0216] The push button 31B is configured to be vibrable by being driven by a vibration motor 131. The vibration motor 131 is configured, for example, as an eccentric motor in which a weight with an offset center of gravity is attached to the motor shaft, and is provided inside or close to the push button 31B. Note that multiple vibration motors 131 may be provided to provide a variety of vibration modes for the push button 31B.
[0217] Game effect lamps 9L and 9R for game effects are provided at predetermined positions on the game machine frame 3 below the game area. The game effect lamp 9L is provided to the left of the push button 31B, and extends left and right from the center of the pachinko game machine 1 toward the outside. Similarly, the game effect lamp 9R is provided to the right of the push button 31B, and extends left and right from the center of the pachinko game machine 1 toward the outside. The game effect lamps 9L and 9R have multiple LEDs built in along the extension direction of the game effect lamps 9L and 9R.
[0218] (Board configuration) FIG. 11-2 is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine 1 relating to the characteristic part 10SH.
[0219] The display control unit 123 supplies lamp signals to the lamp control board 14 to turn on / off the game effect lamps 9B, 9L, and 9R in synchronization with the display of the effect image. The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9B, 9L, and 9R, and drives the game effect lamps 9B, 9L, and 9R based on the lamp signals, turning on / off the game effect lamps 9B, 9L, and 9R in the manner specified by the lamp signals. In this way, the display control unit 123 controls the turning on / off of the lamps. Note that the control of turning on / off the lamps may be performed by the effect control CPU 120.
[0220] The pachinko gaming machine 1 is equipped with, for example, a motor control board 130. The display control unit 123 supplies a motor signal to the motor control board 130 to drive the vibration motor 131 in synchronization with the display of the effect image. The motor control board 130 is equipped with various circuits that drive the vibration motor 131, and drives the vibration motor 131 in a manner specified by the motor signal. In this way, the display control unit 123 controls the vibration motor 131. Note that the control of the vibration motor 131 may be performed by the effect control CPU 120.
[0221] (Variable display start setting process) 11-3 is a flowchart showing an example of the variable display start setting process related to the characteristic part 10SH. The performance control CPU 120 executes the process shown in FIG. 11-3 in the variable display start setting process of FIG.
[0222] First, the performance control CPU 120 determines the final stop symbol based on the variation pattern of the variable display to be executed and the display result of the variable display to be executed (step 10SHS1). The variation pattern and display result are transmitted from the main board 11 when the variable display starts and are specified by a performance control command analyzed in the command analysis process. The final stop symbol is prepared in advance in ROM 121 according to the combination of the variation pattern and the display result, and is determined by lottery or the like. Here, lottery refers to a determination method using a random number value and a table prepared in advance in ROM 121. The random number value is one of the random numbers for performance that is updated by the random number circuit 124 or the random number update process for performance.
[0223] Thereafter, the performance control CPU 120 determines whether or not to execute a vibration effect and the execution pattern of the vibration effect when the vibration effect is executed (step 10SHS2). A vibration effect is an effect in which the push button 31B vibrates. In this embodiment, the performance control CPU 120 is capable of executing a vibration effect that is not linked to a preview effect. In the processing of step 10SHS2, the performance control CPU 120 determines whether or not to execute a vibration effect and the execution pattern of the vibration effect when the vibration effect is executed by drawing lots using a random number value and a table prepared in advance in ROM 121.
[0224] In the table referred to in the lottery of step 10SHS2, the determination value to be compared with the random number value should be assigned to the determination result of whether or not a vibration effect is to be performed and the execution pattern of the vibration effect when the vibration effect is to be performed, so that the reliability of a jackpot is higher when a vibration effect is performed than when the vibration effect is not performed, and the reliability of a jackpot when a vibration effect is performed differs depending on the execution pattern of the vibration effect.
[0225] Here, the reliability of a certain effect A being a jackpot is calculated, for example, as follows: (probability that effect A will be executed when the display result is a "jackpot") x (probability that the display result will be a "jackpot") / {(probability that effect A will be executed when the display result is a "jackpot") x (probability that the display result will be a "jackpot") + (probability that effect A will be executed when the display result is not a "jackpot") x (probability that the display result will not be a "jackpot")}.
[0226] Therefore, the table referenced in the lottery of step 10SHS2 only needs to specify the probability that the vibration effect of each execution pattern will be executed when the display result is a "jackpot" and the probability that the vibration effect of each execution pattern will be executed when the display result is not a "jackpot" so that the reliability of a jackpot according to the execution pattern of the vibration effect will be a predetermined value.
[0227] (Vibration effects and jackpot reliability) 11-4 is an explanatory diagram showing an example of the content of the vibration effect and the reliability of the big win. In this embodiment, the effect control CPU 120 can execute multiple types of vibration effects, execution patterns SE1 to SE10, depending on the combination of the execution timing of the vibration effect, the vibration time of the push button 31B due to the vibration effect, and the light color of the push button 31B due to the vibration effect.
[0228] The effect control CPU 120 of this embodiment can execute a vibration effect at either timing T1 when the variable display of decorative symbols starts or timing T2 when a reach is achieved. That is, when the effect control CPU 120 executes a vibration effect at timing T1 when the variable display of decorative symbols starts, it does not execute a vibration effect at timing T2 when a reach is achieved. Furthermore, when the effect control CPU 120 executes a vibration effect at timing T2 when a reach is achieved, it does not execute a vibration effect at timing T1 when the variable display of decorative symbols starts. The effect control CPU 120 of this embodiment can execute vibration effects of execution patterns SE1 to SE3 as vibration effects at timing T1 when the variable display of decorative symbols starts. Furthermore, the effect control CPU 120 of this embodiment can execute vibration effects of execution pattern SE4 as vibration effects at timing T2 when a reach is achieved.
[0229] Furthermore, the effect control CPU 120 of this embodiment can execute a vibration effect at either timing T3 during the execution of a normal reach reach effect, which occurs after timing T1 and timing T2, or timing T4 during the execution of a super reach reach effect. That is, when the effect control CPU 120 executes a vibration effect at timing T3 during the execution of a normal reach reach effect, it does not execute a vibration effect at timing T4 during the execution of a super reach reach effect. Furthermore, when the effect control CPU 120 executes a vibration effect at timing T4 during the execution of a super reach reach effect, it does not execute a vibration effect at timing T3 during the execution of a normal reach reach effect. The effect control CPU 120 of this embodiment can execute the vibration effects of execution patterns SE5 to SE7 as the vibration effects at timing T3 during the execution of a normal reach reach effect. Furthermore, the effect control CPU 120 of this embodiment can execute the vibration effects of execution patterns SE8 to SE10 as the vibration effects at timing T4 during the execution of a super reach reach effect.
[0230] According to this configuration, a vibration effect may be executed when the reach effect of the super reach is being executed, which can increase the interest.
[0231] Furthermore, regardless of whether it is timing T1 when the variable display of decorative symbols begins, timing T3 during the execution of a normal reach effect, or timing T4 during the execution of a super reach effect, the presentation control CPU 120 of this embodiment can execute a vibration presentation in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated white, or a vibration presentation in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated red. The presentation control CPU 120 of this embodiment can execute the vibration presentation of execution patterns SE1, SE5, and SE8 as vibration presentations in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated white. The presentation control CPU 120 of this embodiment can also execute the vibration presentation of execution patterns SE2, SE6, and SE9 as vibration presentations in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated red.
[0232] Furthermore, the performance control CPU 120 of this embodiment can execute a vibration effect in which the push button 31B vibrates for three seconds and emits light in rainbow colors, regardless of the timing at which the vibration effect can be executed. The performance control CPU 120 of this embodiment can execute the vibration effects of execution patterns SE3, SE4, SE7, and SE10 as vibration effects in which the push button 31B vibrates for three seconds and emits light in rainbow colors.
[0233] In this embodiment, the reliability of a jackpot is higher when the vibration effect of vibrating the push button 31B for 3 seconds and illuminating the push button 31B in red is executed than when the vibration effect of vibrating the push button 31B for 1.5 seconds and illuminating the push button 31B in white is executed. Also, in this embodiment, the reliability of a jackpot for the vibration effect of vibrating the push button 31B for 3 seconds and illuminating the push button 31B in rainbow colors is 100%, and the display result definitely indicates a "jackpot."
[0234] With this configuration, when the push button 31B vibrates, it is possible to draw attention to the color of the light emitted by the push button 31B and the number of seconds for which the push button 31B vibrates.
[0235] In this embodiment, when a vibration effect is executed in which the push button 31B is vibrated for 1.5 seconds and illuminated white, and when a vibration effect is executed in which the push button 31B is vibrated for 3 seconds and illuminated red, the reliability of a jackpot differs depending on the timing of the vibration effect. For example, even with the same type of vibration effect, the reliability of a jackpot is higher when it is executed at timing T1 when the variable display of decorative symbols begins than when it is executed at timing T3 during the execution of a normal reach effect. Also, even with the same type of vibration effect, the reliability of a jackpot is higher when it is executed at timing T4 during the execution of a super reach effect than when it is executed at timing T1 when the variable display of decorative symbols begins.
[0236] According to this configuration, it is possible to increase the sense of expectation that a vibration effect will be executed at timing T1 when the variable display of the decorative symbols begins. Also, if the mode of the variable display of the decorative symbols becomes a predetermined reach mode when no vibration effect is executed at timing T1, it is possible to increase the sense of expectation that a vibration effect will be executed at timing T4 when the reach performance of the super reach is being executed, rather than at timing T3 when the reach performance of the normal reach is being executed. And, when a vibration effect is not actually executed at timing T3 when the reach performance of the normal reach is being executed, it is possible to further increase the sense of expectation that a vibration effect will be executed at timing T4 when the reach performance of the super reach is being executed.
[0237] The jackpot reliability of the vibration effect executable at timing T3 while a normal reach reach presentation is being executed may be higher than the reliability of the normal reach. Also, if multiple types of normal reach reach presentations can be executed and the jackpot reliability differs depending on the type of normal reach reach presentation, the jackpot reliability of the vibration effect executable at timing T3 while a normal reach reach presentation is being executed may be higher than the jackpot reliability of the normal reach reach presentation being executed at that time, or may be higher than the jackpot reliability of any type of normal reach reach presentation.
[0238] Similarly, the jackpot reliability of the vibration effect executable at timing T4 while the reach effect of the Super Reach is being executed may be higher than the reliability of the Super Reach. Also, if multiple types of reach effect of the Super Reach can be executed and the jackpot reliability differs depending on the type of reach effect of the Super Reach, the jackpot reliability of the vibration effect executable at timing T4 while the reach effect of the Super Reach is being executed may be higher than the jackpot reliability of the reach effect of the Super Reach being executed at that time, or may be higher than the jackpot reliability of any type of reach effect of the Super Reach.
[0239] According to this configuration, the vibration effect that can be executed at timing T3 when the reach effect of a normal reach is being executed, and the vibration effect that can be executed at timing T4 when the reach effect of a super reach is being executed can be used as a chance-up effect.
[0240] Furthermore, in this embodiment, when a vibration effect is executed at timing T2 when a reach is achieved, a vibration effect is always executed in which the push button 31B is vibrated for three seconds and the push button 31B is illuminated in rainbow colors, thereby definitely announcing that the display result will be a "jackpot."
[0241] According to this configuration, it is possible to increase the expectation that the vibration effect will be executed at the timing T2 when a ready-to-win situation is achieved, rather than at the timing T1 when the variable display of the decorative symbols is started. In fact, when the vibration effect is not executed at the timing T1 when the variable display of the decorative symbols is started, it is possible to increase the expectation that the vibration effect will be executed at the timing T2 when a ready-to-win situation is achieved.
[0242] In this way, in this embodiment, the expectation for the vibration effect to be executed can be changed in a complex manner as the variable display of the decorative symbols progresses.
[0243] Furthermore, by specifying the probability of executing a vibration effect in which the push button 31B is vibrated for three seconds and the push button 31B is illuminated in rainbow colors to be sufficiently low compared to the probability of executing other vibration effects, it is possible to increase the excitement when it is definitively announced that the display result will be a "jackpot."
[0244] In this embodiment, when the push button 31B is vibrated as a vibration effect, the push button 31B is always illuminated.
[0245] According to this configuration, it is possible to visually recognize that the push button 31B is vibrating, and it is possible to increase the chances of recognizing that the push button 31B is vibrating.
[0246] Returning to the explanation of Figure 11-3, thereafter, the CPU 120 for effect control determines, based on the result of the decision made in step 10SHS2, whether or not to execute a vibration effect at either timing T3 when the reach effect of a normal reach is being executed or timing T4 when the reach effect of a super reach is being executed in the current variable display (step 10SHS3).
[0247] Then, when a vibration effect is to be executed at either timing T3 during the execution of a normal reach effect or timing T4 during the execution of a super reach effect (step 10SHS3; Yes), the effect control CPU 120 determines whether or not to execute a gaze guidance effect (step 10SHS4). A gaze guidance effect is an effect that guides the player's gaze to the push button 31B. In the processing of step 10SHS4, the effect control CPU 120 determines whether or not to execute a gaze guidance effect by lottery using a random number value and a table prepared in advance in ROM 121. In the table referenced in the processing of step 10SHS4, the determination ratio for the presence or absence of a gaze guidance effect is set regardless of which type of vibration effect is executed. In other words, the effect control CPU 120 determines whether or not to execute a gaze guidance effect at the same ratio regardless of which type of vibration effect is executed this time.
[0248] In this way, in this embodiment, when a vibration effect is executed at either timing T3 when a normal reach reach effect is being executed or timing T4 when a super reach reach effect is being executed, a gaze guidance effect can be executed.
[0249] According to this configuration, the push button 31B can be brought to the player's attention before the vibration effect is executed, thereby sufficiently increasing the player's interest in the vibration effect.
[0250] On the other hand, when a vibration effect is executed at either timing T1 when the variable display of the decorative symbols starts or timing T2 when a reach is achieved, no line-of-sight guiding effect is executed.
[0251] Here, when the display result is derivatively displayed, after the display result of "miss" is displayed, a relief effect may be executed, and the true display result may be derivatively displayed. Therefore, even though the display result of the previous variable display is derivatively displayed and the current variable display has started, if a line-of-sight guidance effect is executed at timing T1 when the variable display of the decorative pattern starts, it may give the wrong impression that a relief effect was executed in the previous variable display. In contrast, in this embodiment, the line-of-sight guidance effect is not executed at timing T1 when the variable display of the decorative pattern starts, so it is possible to prevent such a misunderstanding.
[0252] Furthermore, if a visual guidance effect is executed at the timing T2 when a reach is achieved, it may not be possible to properly recognize that the state of the variable display of the decorative symbols has reached the predetermined reach state. In contrast, in this embodiment, a visual guidance effect is not executed at the timing T2 when a reach is achieved, so that it is possible to properly recognize that the state of the variable display of the decorative symbols has reached the predetermined reach state.
[0253] Returning to the explanation of FIG. 11-3, if a vibration effect is not executed at either timing T3 during the execution of a normal reach effect or timing T4 during the execution of a super reach effect (step 10SHS3; No), or after executing the processing of step 10SHS4, the effect control CPU 120 determines whether or not to execute other effects such as reach effects, and the type of effect to be executed (step 10SHS5). Specifically, the execution of various effects such as preview effects and their type are determined by lottery. At this time, by varying the determination ratio in the lottery depending on the current display result, the current fluctuation pattern, etc., the reliability of a jackpot is varied depending on whether or not preview effects are executed and their type. Furthermore, if the current pattern specifies reach, it is determined that the reach effect specified by that fluctuation pattern will be executed.
[0254] Thereafter, the performance control CPU 120 sets the start timing of the performance that has been decided to be executed (10SHS6). Specifically, the performance control CPU 120 sets a timer value according to the special chart fluctuation time corresponding to the current fluctuation pattern as the initial value of the performance control process timer, and stores performance specification data that specifies the type and mode of the performance that has been decided to be executed and an execution timing specification timer value that indicates the execution timing of the performance by comparing it with the timer value of the performance control process timer in a corresponding manner in a timer value storage area of the RAM 122. When there are multiple performances that have been decided to be executed, the performance control CPU 120 stores the performance specification data and the execution timing specification timer value for each performance in the timer value storage area.
[0255] Thereafter, the CPU 120 for effect control supplies the display control unit 123 with an instruction to start variable display of the decorative symbols in the manner specified by the current variation pattern and which derive the determined final stop symbol (10SHS7). The display control unit 123 receives the instruction and starts variable display of the decorative symbols. At this time, the display of the variable display compatible display may be updated.
[0256] Thereafter, the value of the performance process flag is updated to "2" (step 10SHS8), and the variable display start setting process is terminated.
[0257] (Execution timing and duration of vibration and eye guidance effects) 11-5 is a diagram showing an example of the execution timing and duration of vibration effects and gaze guidance effects. As mentioned above, the effect control CPU 120 can execute vibration effects at either timing T1 when the variable display of decorative symbols starts or timing T2 when a reach is established. Also, as mentioned above, the effect control CPU 120 can execute vibration effects at either timing T3 when a reach effect of a normal reach is being executed or timing T4 when a reach effect of a super reach is being executed.
[0258] Furthermore, as mentioned above, when the CPU 120 for effect control executes a vibration effect at either timing T3 when a normal reach reach effect is being executed or timing T4 when a super reach reach effect is being executed, it can execute a gaze guidance effect before that.
[0259] In this embodiment, when the performance control CPU 120 executes a visual guidance effect before executing a vibration effect at timing T3 while a reach effect of a normal reach is being executed, the performance control CPU 120 starts the visual guidance effect four seconds before timing T3, and starts the vibration effect when timing T3 is reached. Similarly, in this embodiment, when the performance control CPU 120 executes a visual guidance effect before executing a vibration effect at timing T4 while a reach effect of a super reach is being executed, the performance control CPU 120 starts the visual guidance effect four seconds before timing T4, and starts the vibration effect when timing T4 is reached. The performance period of the visual guidance effect in this embodiment is five seconds. Therefore, the vibration effect is executed for the first second while the visual guidance effect is being executed.
[0260] With this configuration, a sense of unity is created between the vibration effect and the visual guidance effect, thereby enhancing the effect of the effect.
[0261] (Example of performance) 11-6 and 11-7 are diagrams showing examples of vibration effects and visual guidance effects. In these examples, an example of executing a vibration effect at timing T4 during the execution of a reach effect of a super reach will be described.
[0262] The performance control CPU 120 can execute reach performances of multiple types of super reach. In the reach performance of a super reach, the performance control CPU 120 displays a background image corresponding to the type of super reach. In this example, as shown in FIG. 11-6(A), a background image 10SHY of a "mountain scenery" is displayed as the background image corresponding to the type of super reach.
[0263] Furthermore, when the reach performance of the super reach starts, the performance control CPU 120 reduces and displays the decorative symbols that were stopped and displayed when the reach was achieved. In this example, as shown in Fig. 11-6(A), a "left" reach decorative symbol 10SH5L is displayed, which is a reduced version of the decorative symbol that was stopped and displayed in the "left" decorative symbol display area 5L when the reach was achieved, and a "right" reach decorative symbol 10SH5R is displayed, which is a reduced version of the decorative symbol that was stopped and displayed in the "right" decorative symbol display area 5R when the reach was achieved.
[0264] In addition, a small symbol display area 10SHK, which is smaller than the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R, is provided in the lower left corner of the screen of the image display device 5. In the small symbol display area 10SHK, small symbols are variably displayed in synchronization with the variable display of special symbols and decorative symbols. The effect image showing the small symbol is also called a notification information image. Therefore, in the small symbol display area 10SHK provided on the screen of the image display device 5, a variable display of an effect image showing a small symbol that becomes the notification information image is performed, and an effect image showing the determined small symbol that becomes the display result is derived.
[0265] In this way, small symbols different from the decorative symbols are displayed variably on the screen of the image display device 5. From the start of the display of the decorative symbols until the final decorative symbol is determined, the small symbols are displayed variably in a constant manner and never disappear from the screen or be obscured by an obstruction. Therefore, the small symbol display area 10SHK is configured to be always visible, allowing the player to always see the small symbols displayed variably in the small symbol display area 10SHK. The small symbols displayed variably in the small symbol display area 10SHK are also referred to as permanent small symbols or small symbols for effect. In the small symbol display area 10SHK, effect images showing multiple types of small symbols that are identifiable in part or in whole may be displayed as notification information images in a display manner that is common to each of the multiple decorative symbols, such as a symbol representing a number similar to the portion representing a number in the decorative symbol. The small symbols may also be displayed only when the decorative symbols are not displayed. For example, after the variable display of the decorative pattern is displayed in a reach mode, instead of the variable display of the decorative pattern, a variable display of a small pattern may be displayed in the lower left corner of the screen of the image display device 5, as shown in Figure 11-6 (A).
[0266] In addition, a fourth symbol may be provided after the special symbol, decorative symbol, and normal symbol, and the variable display of the fourth symbol may be synchronized with the variable display of the special symbol and decorative symbol. The variable display of the fourth symbol is realized, for example, by continuing display control that repeatedly displays and hides the fourth symbol in a specific display color at regular time intervals in a fourth symbol display area provided on or off the screen of the image display device 5. However, compared to the display result of the variable display of the fourth symbol, the display result of the variable display of the small symbol may be displayed in a manner that is easier for the player to recognize.
[0267] Furthermore, the first special symbol display device 4A and the second special symbol display device 4B are provided at a position away from the display screen of the image display device 5, for example, to the right side of the game area of the pachinko gaming machine 1, as shown in FIG. 11-1. Therefore, a player who is paying attention to the effects displayed on the image display device 5 may find it difficult to check the display status of the first special symbol display device 4A and the second special symbol display device 4B, making it difficult to recognize whether the variable display of the special symbol is in progress or whether the display result has been derived. In response to this, by performing a variable display of the small symbol in the small symbol display area 10SHK provided on the screen of the image display device 5 and deriving the display result, it is possible to display whether the variable display is in progress or whether the display result has been derived in a manner that is easy for the player to recognize.
[0268] In this example, a reserved display area 10SHH for displaying a reserved display corresponding to a variable display whose execution is on hold, and an active display area 10SHA for displaying an active display corresponding to a variable display that is being executed are displayed. Note that when a reach effect of a super reach is being executed, the reserved display area 10SHH and the active display area 10SHA may not be displayed.
[0269] In addition, a reserved number display area 10SHHS is provided in the left corner of the screen of the image display device 5. In the reserved number display area 10SHHS, similar to the reserved number display area 10SHH, the reserved number of the variable display of the decorative pattern corresponding to the special game is displayed in a specific manner. The display mode is a mode in which it is displayed in Arabic numerals.
[0270] Then, as described above, the effect control CPU 120 executes the gaze guidance effect 4 seconds before timing T4 during the execution of the reach effect of the super reach. As the gaze guidance effect, the effect control CPU 120 executes an effect that uses a visual effect to guide the player's gaze to the push button 31B, for example.
[0271] In this example, the performance control CPU 120 first displays a character image 10SHC that resembles a character holding a hammer and a button image 10SHB that resembles a push button 31B, as shown in FIG. 11-6(B).
[0272] Then, the performance control CPU 120 changes the state of the character image 10SHC so that the character swings up the hammer, as shown in Figures 11-6(B) to (D). At this time, the performance control CPU 120 lights up the LEDs built into the game effect lamps 9L and 9R so that the light points move from the inside to the outside, in accordance with the character's swinging up the hammer, as shown in Figures 11-6(B) to (D).
[0273] Thereafter, the performance control CPU 120 changes the state of the character image 10SHC so that the character swings down the hammer, as shown in Figures 11-7(E) and (F). At this time, the performance control CPU 120 lights up the LEDs built into the game effect lamps 9L and 9R so that the light points move from the outside to the inside, in accordance with the character's action of swinging down the hammer, as shown in Figures 11-7(E) and (F).
[0274] 11-7(G), at time T4, the performance control CPU 120 changes the appearance of the various images so that the hammer swung down by the character hits the button image 10SHB and a plurality of "star" effect images 10SHS resembling stars scatters from the button image 10SHB. Also, at time T4, the performance control CPU 120 starts a vibration performance, vibrating the push button 31B and lighting up the game effect lamp 9B and the game effect lamps 9L and 9R built into the push button 31B, as shown in FIG.
[0275] Then, one second after timing T4, the presentation control CPU 120 ends the visual guidance presentation, as shown in Fig. 11-7(H). After that, when the vibration time of the push button 31B due to the vibration presentation has elapsed, the presentation control CPU 120 ends the vibration presentation, stops the vibration of the push button 31B, and turns off the game effect lamp 9B and the game effect lamps 9L and 9R built into the push button 31B.
[0276] Here, the push button 31B is provided at a position away from the display screen of the image display device 5, for example, below the play area of the pachinko gaming machine 1, as shown in FIG. 11-1. Therefore, a player who is paying attention to the effects displayed on the image display device 5 may find it difficult to check the state of the push button 31B, and may have difficulty recognizing whether the push button 31B is vibrating or lit. In response to this, by performing a gaze guidance effect on the screen of the image display device 5 before the vibration effect is executed, it is possible to draw the player's attention to the push button 31B before it vibrates, and the player can easily recognize the vibration of the push button 31B, thereby sufficiently increasing the player's interest in the vibration effect.
[0277] The priority of the display of the visual guidance effect is set lower than that of the constant small symbol and the reserved number display. This priority setting can be realized by displaying the visual guidance effect on a layer behind the layer that always displays the small symbol and the reserved number display.
[0278] In this example, as shown in Figure 11-7(G), the "star" effect image 10SHS is displayed behind the permanent small pattern displayed in the small pattern display area 10SHK, and it can be said that the "star" effect image 10SHS, which is a display for guiding the eye, has a lower priority than the permanent small pattern.
[0279] Also, in this example, as shown in Figure 11-7(G), the "star" effect image 10SHS is displayed behind the hold number display displayed in the hold number display area 10SHHS, and it can be said that the "star" effect image 10SHS, which is a display for guiding the eye, has a lower priority than the hold number display.
[0280] On the other hand, the priority of the display of the visual guidance effect is set higher than that of the pending display, active display, background image, and decorative pattern. This priority setting can be realized by displaying the visual guidance effect on a layer that is closer to the front than the layer that displays the background image or decorative pattern.
[0281] In this example, as shown in Figures 11-6(B) to 11-7(G), character image 10SHC and button image 10SHB are displayed in front of the "mountain scenery" background image 10SHY, and it can be said that character image 10SHC and button image 10SHB, which are displays for guiding the viewer's gaze, have a higher priority than the "mountain scenery" background image 10SHY.
[0282] Also, in this example, as shown in Figure 11-6(D), the hammer in character image 10SHC is displayed in front of the "left" reach decoration pattern 10SH5L and the "right" reach decoration pattern 10SH5R, and it can be said that character image 10SHC, which is a display for eye guidance, has a higher priority than the "left" reach decoration pattern 10SH5L and the "right" reach decoration pattern 10SH5R.
[0283] Also, in this example, as shown in Figure 11-6(D), the "star" effect image 10SHS is displayed in front of the "left" reach decoration pattern 10SH5L and the "right" reach decoration pattern 10SH5R, and it can be said that the "star" effect image 10SHS, which is a display for guiding the eye, has a higher priority than the "left" reach decoration pattern 10SH5L and the "right" reach decoration pattern 10SH5R.
[0284] Also, in this example, as shown in Figure 11-6 (G), the "star" effect image 10SHS is displayed in front of the hold display displayed in the hold display area 10SHH, and it can be said that the "star" effect image 10SHS, which is a display for guiding the eye, has a higher priority than the hold display.
[0285] Also, in this example, as shown in Figure 11-6(G), the "star" effect image 10SHS is displayed in front of the active display displayed in the active display area 10SHA, and it can be said that the "star" effect image 10SHS, which is a display for guiding the gaze, has a higher priority than the active display.
[0286] With this configuration, when the visual guidance effect is being executed, the visibility of the visual guidance effect can be made more noticeable while ensuring optimal visibility of the small symbols and the hold number display at all times.
[0287] Also, in this example, as shown in Figures 11-6(B) to 11-7(G), when the visual guidance effect is being executed, the display of the visual guidance effect and the constant small symbols and hold number display, which have a higher priority than the display of the visual guidance effect, are displayed brightly, and other displays are displayed darkly.
[0288] With this configuration, when the visual guidance effect is being executed, the visibility of the small symbols and the number of reserved balls display can be more favorably ensured at all times, while the visibility of the visual guidance effect can be made more noticeable.
[0289] (Variation of characteristic portion 10SH) The invention relating to the characteristic part 10SH is not limited to the pachinko gaming machine 1 described in the above embodiment, and various modifications and applications are possible within the scope that does not deviate from the spirit of the present invention.
[0290] For example, in the table referenced in the processing of step 10SHS4 of FIG. 11-3, the determination ratio for whether or not to provide a visual guidance effect may be set depending on which type of vibration effect is being executed. In this case, the effect control CPU 120 may determine whether or not to provide a visual guidance effect at different ratios depending on whether the current vibration effect is a vibration effect in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated in white, a vibration effect in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in red, or a vibration effect in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in rainbow colors. In this example, the visual guidance effect is more likely to be executed when a vibration effect in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in red is executed. Furthermore, the visual guidance effect is always executed when a vibration effect in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in rainbow colors is executed. In other words, when the gaze-guiding effect is executed, the execution rate of the vibration effect with a higher jackpot reliability is higher than when it is not executed. With this configuration, by executing the gaze-guiding effect, it is possible to increase the sense of expectation for the execution of the vibration effect with a higher jackpot reliability.
[0291] The effect control CPU 120 may be configured to execute a vibration effect linked to the preview effect. In this case, multiple types of vibration effects may be executed depending on the combination of the preview effect, the vibration duration of the push button 31B due to the vibration effect, and the light color of the push button 31B due to the vibration effect. The effect control CPU 120 can execute a bonus feature preview effect that predicts the jackpot reliability of the currently running variable display based on the operating mode of the movable body 32. The effect control CPU 120 can also execute a vibration effect linked to a highly reliable bonus feature preview effect. This vibration effect vibrates the push button 31B in synchronization with the operation of the movable body 32 and causes the push button 31B to emit white light. In this case, the jackpot reliability of the vibration effect only needs to be higher than the jackpot reliability of the linked bonus feature preview effect. With this configuration, the vibration effect can be used as a chance-up effect in the bonus feature preview effect.
[0292] Furthermore, the effect control CPU 120 may be capable of executing a vibration effect linked with other highly reliable preview effects. This vibration effect is an effect in which the push button 31B vibrates in synchronization with the image displayed in the preview effect, and the push button 31B emits white light. In this case, the jackpot reliability of the vibration effect only needs to be higher than the jackpot reliability of the linked preview effect. With this configuration, the vibration effect can be used as a chance-up effect in the preview effect.
[0293] Furthermore, the pachinko gaming machine 1 may be configured such that, after a fixed decorative symbol that constitutes a jackpot combination is derived, the jackpot gaming state is initiated when a gaming ball passes through a specific area in the gaming area of the pachinko gaming machine 1, such as a specific passage gate or prize slot. In this case, when the gaming ball is detected passing through the specific area, the effect control CPU 120 may execute a round lottery effect that notifies the player of the upper limit number of rounds to be executed in the jackpot gaming state. The effect control CPU 120 may also execute a vibration effect linked to the round lottery effect. This vibration effect is an effect in which, when the upper limit number of rounds is notified in the round lottery effect, the push button 31B is vibrated for three seconds and the push button 31B is illuminated in white, thereby notifying the player that the upper limit number of rounds to be executed in the jackpot gaming state is not the minimum number of rounds among multiple options. Alternatively, when the maximum number of rounds is announced in the round lottery effect, the push button 31B may be vibrated for three seconds and illuminated in rainbow colors to definitively announce that the maximum number of rounds to be played in the jackpot game state is the maximum number of rounds among the multiple options. This configuration can increase attention to the vibration effect linked to the round lottery effect.
[0294] The performance control CPU 120 may be capable of executing error notification processing. In the error notification processing, when an error command notifying that an error has occurred is received from the main board 11 or when an error is detected in the performance control board 12, an error notification corresponding to the error is executed. In the error notification processing, when an error is detected, a process of displaying an error notification image corresponding to the error on the image display device 5 and a process of outputting an error notification sound from the speakers 8L and 8R may be executed. The performance control CPU 120 may display an error notification image corresponding to the error on the image display device 5 while executing a visual guidance effect. In this case, the display of the visual guidance effect may have a lower priority than the display of the error notification image. With this configuration, the visibility of the error notification image can be preferably ensured even when a visual guidance effect is being executed when the error notification image is displayed.
[0295] The vibration duration of the push button 31B during the vibration effect may be different when the visual guidance effect is being performed and when the visual guidance effect is not being performed. For example, if the vibration duration of the push button 31B during the vibration effect is longer when the visual guidance effect is being performed than when the visual guidance effect is not being performed, it is possible to increase the interest when the visual guidance effect is being performed and the vibration effect is being performed. Also, for example, if the vibration duration of the push button 31B during the vibration effect is longer when the visual guidance effect is not being performed than when the visual guidance effect is being performed, it is easy to recognize that the push button 31B is vibrating even when the visual guidance effect is not being performed.
[0296] The vibration duration of the push button 31B during the vibration effect may be set to be different before and after a certain reference timing. For example, the vibration duration of the push button 31B during the vibration effect may be set to 1.5 seconds at timing T1 when the variable display of the decorative symbols begins, which is a timing before timing T2 when a reach is established, and 3 seconds at timing T3 when a reach effect of a normal reach is being executed or timing T4 when a reach effect of a super reach is being executed, which are timings after timing T2. In this way, the vibration duration after a certain reference timing may be set to be longer than the vibration duration before the reference timing. This configuration can enhance the effect of the vibration effect when the vibration effect is executed after the reference timing.
[0297] The reliability of the jackpot for the vibration effect may vary depending on the strength of the vibration of the push button 31B. For example, the push button 31B may be vibrated at a first strength and at a second strength greater than the first strength, and the reliability of the jackpot for the vibration effect may be set higher when the push button 31B is vibrated at the second strength than when the push button 31B is vibrated at the first strength. This configuration draws attention to the strength of the vibration of the push button 31B.
[0298] The execution pattern of the vibration effects and the jackpot reliability may be the same for a first model of pachinko gaming machine 1 and a second model of pachinko gaming machine 1 different from the first model. With this configuration, it is possible to eliminate the variation in the execution pattern of the vibration effects and the jackpot reliability executed in the first model of pachinko gaming machine 1 and the second model of pachinko gaming machine 1, and to prevent the player from feeling uncomfortable.
[0299] The vibration effect may be executed as a pre-reading notice effect that predicts the probability of a big win in the variable display before execution. With this configuration, it is possible to increase the opportunities for executing the vibration effect.
[0300] In addition, when a vibration effect is executed as a pre-reading notice effect, the reliability of a jackpot in the variable display before execution that is the target of the pre-reading notice may differ depending on whether the vibration mode of the push button 31B in the vibration effect as the pre-reading notice effect is the first mode or the second mode. For example, the reliability of a jackpot in the variable display before execution that is the target of the pre-reading notice may differ depending on whether the vibration mode of the push button 31B in the vibration effect as the pre-reading notice effect is a mode that continuously vibrates for a predetermined time or a mode that repeatedly turns the vibration on and off for a predetermined time. This configuration can increase attention to the vibration effect as the pre-reading notice effect.
[0301] Alternatively, when a vibration effect is executed as a look-ahead notice effect, the execution timing of the vibration effect as a look-ahead notice effect may be set to be executable only at one of a plurality of timings at which a vibration effect as a notice effect that predicts the jackpot reliability in the variable display currently being executed can be executed. For example, the vibration effect as a look-ahead notice effect can be executed only at timing T1 when the variable display of the decorative pattern starts. With this configuration, when a vibration effect is executed at a timing different from the timing at which a vibration effect as a look-ahead notice can be executed, it can be conveniently recognized that a vibration effect has been executed as a notice effect that predicts the jackpot reliability in the variable display currently being executed.
[0302] When a vibration effect is executed as a pre-reading preview effect at a timing when a vibration effect can be executed as a preview effect that predicts the jackpot reliability in the currently running variable display, the vibration duration and vibration pattern of the push button 31B in the vibration effect as a preview effect that predicts the jackpot reliability in the currently running variable display may be different from the vibration duration and vibration pattern of the push button 31B in the vibration effect as a pre-reading preview effect. For example, if a vibration effect as a pre-reading preview effect can be executed at timing T1 when the variable display of decorative symbols begins, the vibration duration of the push button 31B in the vibration effect as a preview effect that predicts the jackpot reliability in the currently running variable display may be set to 3 seconds, and the vibration duration of the push button 31B in the vibration effect as a pre-reading preview effect may be set to 1.5 seconds. Alternatively, the vibration pattern of the push button 31B in the vibration effect as a preview effect that predicts the jackpot reliability in the currently running variable display may be set to a continuous vibration pattern for a predetermined period of time, and the vibration pattern of the push button 31B in the vibration effect as a pre-reading preview effect may be set to a vibration pattern that alternates between on and off for a predetermined period of time. With this configuration, when a vibration effect as a pre-reading preview effect can be executed at a timing when a vibration effect as a preview effect that predicts the reliability of a jackpot in the variable display currently being executed can be executed, it is possible to easily recognize which vibration effect has been executed.
[0303] When a first type of pachinko gaming machine 1 and a second type of pachinko gaming machine 1 different from the first type have the same vibration effect execution pattern and jackpot reliability, the jackpot reliability may be the same even if the vibration effect executed at a specific timing on the first type of pachinko gaming machine 1 differs from the vibration effect executed on the second type of pachinko gaming machine 1. For example, for a vibration effect executed at timing T2 when a reach is achieved, even if the illumination mode of the push button 31B in the specific effect executed on the first type of pachinko gaming machine 1 differs from the illumination mode of the push button 31B in the vibration effect executed on the second type of pachinko gaming machine 1, the jackpot reliability is 100%. This configuration can increase expectations for a vibration effect being executed at a specific timing even if the pachinko gaming machines 1 are different models.
[0304] The vibration duration of the push button 31B during the vibration effect may be adjusted to match the video of the effect being executed when, for example, a visual guidance effect is not being executed. For example, if an announcement effect is executed at timing T2 when a reach is achieved to notify the player that a reach has been achieved, the vibration effect is set to vibrate the push button 31B while the video of the announcement effect is being displayed. With this configuration, even when a visual guidance effect is not being executed, a sense of unity is created between the vibration effect and the effect being executed at that time, thereby enhancing the effect of the effect.
[0305] When the execution pattern and jackpot reliability of the vibration effect are the same between a first model pachinko gaming machine 1 and a second model pachinko gaming machine 1 different from the first model, only the lower limit of the jackpot reliability may be guaranteed for the vibration effect of the same execution pattern. With this configuration, for example, when the vibration effect is executed as an effect to increase the chances of another effect, it is possible to flexibly adjust the jackpot reliability of the vibration effect in relation to the jackpot reliability of the other effect, while making it less likely that the player will feel uncomfortable.
[0306] The vibration effect may be executed at a timing different from the timings T1 to T4. For example, after the variable display of the decorative symbols has become a reach mode, the effect control CPU 120 can temporarily stop and display decorative symbols of a predetermined reach combination that is not a jackpot combination, and then execute a promotional effect that promotes development into a reach mode with a higher jackpot reliability than the reach mode. After the promotional effect is executed, there are cases where the game develops into a reach mode with a higher jackpot reliability, and cases where the game does not develop into a reach mode with a higher jackpot reliability and the display result is a "miss." If the game develops into a reach mode with a higher jackpot reliability, the effect control CPU 120 executes a promotion success effect that notifies the game that the game will develop into a reach mode with a higher jackpot reliability as a result of the promotional effect. On the other hand, if the game does not develop into a reach mode with a higher jackpot reliability and the display result is a "miss," the effect control CPU 120 executes a promotion failure effect that notifies the game will not develop into a reach mode with a higher jackpot reliability as a result of the promotional effect. When executing such a provocation effect, the effect control CPU 120 can execute a vibration effect at the timing when the provocation success effect is executed. With this configuration, it is possible to improve the interest when the provocation success effect is executed.
[0307] The vibration duration of the push button 31B in the vibration effect that can be executed at the timing of executing the excitement success effect may be adjusted to match the image of the excitement success effect. With this configuration, it is possible to further increase the interest when the excitement success effect is executed.
[0308] The light color of the push button 31B in the vibration effect that can be executed at the timing of executing the stimulation success effect may be the same as the light color of the push button 31B in the vibration effect of the execution pattern with the lowest jackpot reliability among the vibration effects of multiple execution patterns that can be executed at other times. With this configuration, when the stimulation success effect is executed, even if it develops into a reach state with a high jackpot reliability, the display result may be a "miss," but it is possible to prevent the jackpot reliability from being excessively increased.
[0309] Furthermore, when the display result is a "jackpot," the effect control CPU 120 can execute a vibration effect immediately before the fixed decorative symbol, which is the display result of the variable display of the decorative symbol, is stopped. This configuration not only increases the interest in the timing immediately before the fixed decorative symbol is stopped, but also heightens the sense of expectation for the vibration effect itself, and can also increase the interest when the vibration effect is executed at other times.
[0310] When a first model pachinko gaming machine 1 and a second model pachinko gaming machine 1 different from the first model share the same vibration effect execution pattern and jackpot reliability, the light emission color of the push button 31B during the vibration effect can be made to be "rainbow colors" even when a "jackpot" of a jackpot type other than the jackpot type with the highest advantage is achieved among multiple jackpot types with different advantages to the player. With this configuration, when the light emission color of the push button 31B during the vibration effect is "rainbow colors," it is possible to prevent the player from mistaking that the "jackpot" is of the jackpot type with the highest advantage.
[0311] If there are only two types of jackpots with different advantages to the player, it is possible to avoid providing an execution pattern in which the push button 31B emits a rainbow color during the vibration effect. This configuration prevents a jackpot of a type with a low advantage to the player from occurring even when the push button 31B emits a rainbow color during the vibration effect, thereby preventing the player's expectations for the vibration effect from being diminished.
[0312] The effect control CPU 120 may use an auditory effect to guide the player's gaze to the push button 31B as the gaze guidance effect. For example, the effect control CPU 120 may output a specific sound effect when a vibration effect is being executed, and then output the specific sound effect so that the volume gradually increases from a low volume as the gaze guidance effect. This configuration allows a player who has difficulty recognizing a gaze guidance effect that uses a visual effect to focus their attention on the operation means before the operation means vibrates.
[0313] In a configuration in which the probability of winning a jackpot changes depending on the setting value, even if the vibration effect has the same execution pattern, the jackpot reliability of the vibration effect of that execution pattern may differ between a first setting value and a second setting value different from the first setting value. For example, even if the vibration effect has the same execution pattern, when the setting value is "6," the jackpot reliability of the vibration effect of that execution pattern may be higher than when the setting value is "1." With this configuration, when the vibration effect is executed and the display result is "jackpot," the expectation of a highly advantageous setting value can be increased.
[0314] In a configuration in which the probability of winning a jackpot varies depending on the setting value, the vibration duration and light color of the push button 31B during the vibration effect may be different for a first setting value and a second setting value different from the first setting value. This configuration allows the vibration effect to indicate the setting value. For example, the vibration duration and light color of the push button 31B during the vibration effect may be different for a setting value of "1" through "3" than for a setting value of "4" through "6." This configuration allows the vibration effect to indicate whether the setting value is a high setting that may be the most advantageous setting value for the player, "6." Furthermore, for example, the vibration duration and light color of the push button 31B during the vibration effect may be different for an odd setting value and an even setting value. This configuration allows the vibration effect to indicate whether the setting value is an even setting that may be the most advantageous setting value for the player, "6."
[0315] At time T2 when a reach is achieved, it may be possible to execute two vibration effects: one in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated in white, and the other in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in red. With this configuration, even at time T2 when a reach is achieved, it is possible to draw attention not only to the execution of the vibration effect, but also to the manner in which the vibration effect is executed.
[0316] If it is possible to execute a vibration effect in which the push button 31B is vibrated for 1.5 seconds and illuminates white, and a vibration effect in which the push button 31B is vibrated for 3 seconds and illuminates red, even at timing T2 when a reach is achieved, the vibration effect may be executed at either timing T1 when the variable display of decorative symbols begins or timing T2 when a reach is achieved. In this case, even if the vibration effect in which the push button 31B is vibrated for 3 seconds and illuminates rainbow colors is not executed at either timing T1 or timing T2, the combination of the execution pattern of the vibration effect at timing T1 and the execution pattern of the vibration effect at timing T2 may be a specific combination, so that the display result is definitively notified as a "jackpot." With this configuration, even if the vibration effect of vibrating the push button 31B for three seconds and illuminating the push button 31B in rainbow colors is not executed when the vibration effect is executed at the timing T1 when the variable display of the decorative pattern begins, not only can the anticipation for the vibration effect being executed at the timing T2 when the reach is achieved be increased, but the attention to the vibration effect at the timing T2 can also be further increased.
[0317] A vibration effect may be executed at either timing T3 during the execution of a normal reach effect or timing T4 during the execution of a super reach effect. In this case, even if a vibration effect in which the push button 31B is vibrated for three seconds and the push button 31B is illuminated in rainbow colors is not executed at either timing T3 or timing T4, a specific combination of the execution pattern of the vibration effect at timing T3 and the execution pattern of the vibration effect at timing T4 may be achieved to definitively indicate that the display result is a "jackpot." With this configuration, even if a vibration effect in which the push button 31B is vibrated for three seconds and the push button 31B is illuminated in rainbow colors is not executed when a vibration effect is executed at timing T3 during the execution of a normal reach effect, it is possible to not only heighten anticipation for the execution of a vibration effect at timing T4 during the execution of a super reach effect, but also to further increase attention to the vibration effect at timing T4.
[0318] The vibration duration and vibration pattern of the push button 31B in a vibration effect that definitively indicates that the display result will be a "jackpot" may be different from the vibration duration and vibration pattern of the push button 31B in a vibration effect that does not definitively indicate that the display result will be a "jackpot." For example, the vibration duration of the push button 31B in a vibration effect that definitively indicates that the display result will be a "jackpot" may be longer than the vibration duration of the push button 31B in a vibration effect that does not definitively indicate that the display result will be a "jackpot." Alternatively, the vibration pattern of the push button 31B in a vibration effect that does not definitively indicate that the display result will be a "jackpot" may be monotonous, whereas the vibration pattern of the push button 31B in a vibration effect that definitively indicates that the display result will be a "jackpot" may vibrate in accordance with a predetermined rhythm. This configuration makes it easier for the player to recognize that the vibration effect that definitively indicates that the display result will be a "jackpot" is a special vibration effect.
[0319] When a vibration effect is executed at timing T3 when a normal reach effect is being executed or at timing T4 when a super reach effect is being executed, a visual guidance effect may be executed without fail. With this configuration, the sense of expectation that the display result will be a "jackpot" due to the execution of the reach effect can be suitably increased by suitably recognizing the vibration of the operating means.
[0320] When a vibration effect is executed at either timing T1 when the variable display of decorative symbols begins or timing T2 when a reach is established, the vibration effect may be executed at either timing T3 when a normal reach is being executed or timing T4 when a super reach is being executed. In this case, the execution patterns of the vibration effects that can be executed at timings T3 and T4 may be limited so that the vibration duration and light color of the push button 31B in the vibration effect executed at timings T3 and T4 are not inferior to the vibration duration and light color of the push button 31B in the vibration effect executed at timings T1 and T2. In other words, so that the jackpot reliability of the vibration effect executed at timings T3 and T4 is not inferior to the jackpot reliability of the vibration effect executed at timings T1 and T2. For example, when a vibration effect of execution pattern SE2 is executed at timing T1, the execution of the vibration effect of execution pattern SE5 is restricted at timing T3, and the execution of the vibration effect of execution pattern SE8 is restricted at timing T4. According to this configuration, when multiple vibration effects are executed in one variable display, it is possible to prevent the reliability of the jackpot from being reduced.
[0321] When a vibration effect linked to a preview effect can be executed, the mode of the vibration effect linked to the preview effect and the mode of the vibration effect not linked to the preview effect may be different. For example, in a vibration effect linked to a preview effect, the push button 31B is vibrated in time with the beat of the music played in the linked preview effect. Also, for example, in a vibration effect linked to a role preview effect, the push button 31B is vibrated in time with the sound effect when the role preview effect operates. Also, for example, in a vibration effect linked to a preview effect, the push button 31B is illuminated in a color different from the illumination color of the push button 31B in a vibration effect not linked to a preview effect. With this configuration, when a vibration effect is executed, it is easy to recognize whether the vibration effect is linked to a preview effect or not.
[0322] A present box effect may be executed. In this case, when the present box is opened, a character holding a hammer may pop out from the opened present box, as shown in FIG. 11-6(B), and a visual guidance effect may be executed. With this configuration, the execution of the present box effect can increase the expectation for the visual guidance effect and the vibration effect.
[0323] When an operation effect for operating the push button 31B can be executed, the push button 31B may be illuminated during a valid operation period during which the operation of the push button 31B is valid to indicate that the operation of the push button 31B is valid. In this case, the push button 31B is illuminated in a different manner from the illumination manner of the push button 31B in the vibration effect. For example, when illuminating the push button 31B in the vibration effect, the push button 31B may be controlled to illuminate in a vibration effect mode in which the push button 31B continuously emits red light for three seconds while vibrating. In contrast, when illuminating the push button 31B in the operation effect, the push button 31B may be controlled to illuminate in a button operation indication mode in which the push button 31B alternates between illuminating (on) and not illuminating (off) red every 150 milliseconds during the valid operation period. This configuration makes it possible to appropriately indicate that the operation of the push button 31B is valid. Note that, during a valid lever operation period in which operation of the operating lever of the stick controller 31A is valid, the operating lever of the stick controller 31A may be illuminated to notify that operation of the operating lever is valid. In this case, control may be performed so that the operating lever of the stick controller 31A is illuminated in a lighting mode for indicating lever operation during the valid lever operation period. The lighting mode for indicating lever operation may be the same as the lighting mode for indicating button operation, or may be a lighting mode different from the lighting mode for indicating button operation.
[0324] For example, when a special game or the like is not being played, the player may operate the push button 31B or the like to change settings related to the effects, such as the volume setting of the effect being played, the type of music or background to be output, the brightness setting of the image display device 5, and the brightness setting of various lamps such as the game effect lamp 9. For example, the player may be able to select which effect setting to change from a menu screen, or the player may perform a different operation corresponding to the desired change item, and the corresponding setting may be changed. Furthermore, when a special game or the like is not being played, the push button 31B may be illuminated to indicate that the effect settings can be changed. In this case, the push button 31B may be illuminated in a different manner from the illumination mode of the push button 31B for the vibration effect or the operation effect. This configuration can effectively indicate that the effect settings can be changed.
[0325] (Explanation of means relating to characteristic part 10SH) In relation to characteristic part 10SH, a gaming machine has been proposed that can be controlled to an advantageous state that is advantageous to the player and that can execute a vibration effect in which the operating means that can be operated by the player vibrates (see, for example, Patent Publication No. 2019-051075).
[0326] Generally, a player plays a game while looking at the display means on which the variable display and various effects are displayed. Therefore, if the operating means is out of the player's field of view, the player may not be aware that the operating means is vibrating even when a vibration effect is executed. In this case, the interest of the vibration effect cannot be sufficiently enhanced.
[0327] Therefore, in order to draw attention to the gaming means before the vibration effect is executed and to sufficiently increase interest in the vibration effect, the gaming machine of the means 1 relating to the characteristic part 10SH is a gaming machine that can be controlled to an advantageous state that is advantageous to the player (for example, the pachinko gaming machine 1 can be controlled to a jackpot gaming state that is advantageous to the player, etc.), and includes operation means that can be operated by the player (for example, the pachinko gaming machine 1 is provided with a push button 31B that the player can press to perform a predetermined instruction operation, etc.), and vibration effect execution means that can execute a vibration effect in which the operation means vibrates (for example, an effect control CP U120 is equipped with a visual line guidance effect execution means capable of executing a visual line guidance effect that guides the player's line of sight to the operation means (for example, the effect control CPU 120 is capable of executing a visual line guidance effect that guides the player's line of sight to the push button 31B), and when the vibration effect is executed, the expectation of being controlled to the advantageous state is higher than when the vibration effect is not executed (for example, the pachinko gaming machine 1 has a higher chance of betting on a jackpot when the vibration effect is executed than when the vibration effect is not executed). the vibration effect execution means is capable of executing the vibration effect at a first timing and a second timing subsequent to the first timing (for example, the effect control CPU 120 is capable of executing a vibration effect at either timing T1 when the variable display of decorative symbols starts or timing T2 when a reach is established, or at either timing T3 after timing T1 and timing T2 when a reach effect of a normal reach is being executed, or timing T4 when a reach effect of a super reach is being executed), and is capable of executing the vibration effect in a common manner regardless of whether it is the first timing or the second timing (for example, the effect control CPU 120 is capable of executing a vibration effect in a manner in which the vibration time and the luminous color of the push button 31B are common regardless of whether it is timing T1 or timing T2, or timing T3 or timing T4), and the line-of-sight guidance effect execution means does not execute the line-of-sight guidance effect at the first timing (for example,The performance control CPU 120 is characterized in that it is possible to execute the visual guidance performance before the vibration performance is executed at the second timing (for example, the performance control CPU 120 is possible to execute the visual guidance performance before the vibration performance is executed at the timing T3 and the timing T4).
[0328] According to this configuration, the player's attention is drawn to the operating means before the vibration effect is executed, and the player's interest in the vibration effect can be sufficiently increased.
[0329] The gaming machine of means 2 relating to feature part 10SH may be configured such that in the gaming machine of means 1, the vibration effect execution means is capable of executing the vibration effect when the gaze guidance effect is being executed (for example, the effect control CPU 120 is capable of executing the vibration effect when the gaze guidance effect is being executed).
[0330] With this configuration, a sense of unity is created between the vibration effect and the visual guidance effect, thereby enhancing the effect of the effect.
[0331] The gaming machine of means 3 relating to feature part 10SH may be equipped with a specific effect execution means capable of executing a specific effect different from the vibration effect and the gaze guidance effect in the gaming machine of means 1 or means 2 (for example, the effect control CPU 120 may be capable of executing a reach effect of a super reach, etc.), and the vibration effect execution means may be capable of executing the vibration effect when the specific effect is being executed (for example, the effect control CPU 120 may be capable of executing a vibration effect when the reach effect of a super reach is being executed, etc.).
[0332] According to this configuration, a vibration effect may be executed while a specific effect is being executed, thereby increasing interest.
[0333] The gaming machine of means 4 relating to characteristic part 10SH may be equipped with a display means for displaying in any of the gaming machines of means 1 to means 3 (for example, a pachinko gaming machine 1 may be equipped with an image display device 5 for displaying various effect images), and the display of the gaze-guiding effect may have a lower priority than the display of specified information and a higher priority than the display of information different from the specified information (for example, the effect image of the gaze-guiding effect may have a lower priority than the constant small pattern, hold number display, and various error notifications, and a higher priority than the hold display, active display, background image, decorative pattern, etc.).
[0334] According to this configuration, when the visual guidance effect is being executed, the visibility of the visual guidance effect can be made conspicuous while the visibility of the predetermined information is suitably ensured.
[0335] The gaming machine of means 5 according to feature 10SH is a gaming machine of any one of means 1 to 4, wherein the vibration effect execution means is capable of executing the vibration effect of a first mode and the vibration effect of a second mode which suggests that there is a higher expectation of being controlled to the advantageous state than in the first mode (for example, the effect control CPU 120 is capable of executing a vibration effect of a mode in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated in white, and a vibration effect of a mode in which the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in red, and the vibration effect of a mode in which the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated in white is not executed). It may be configured such that, when the visual guidance effect is executed, the vibration effect of the second mode is more likely to be executed than the vibration effect of the first mode (for example, in the pachinko game machine 1, when the visual guidance effect is executed, the vibration effect of the push button 31B is vibrated for 3 seconds and the push button 31B is illuminated in red is more likely to be executed than the vibration effect of the first mode) than when the visual guidance effect is executed, the vibration effect of the push button 31B is vibrated for 1.5 seconds and the push button 31B is illuminated in white).
[0336] According to this configuration, the gaze guiding effect is executed, thereby increasing the sense of expectation for the execution of the vibration effect of the second mode.
[0337] (Explanation regarding association of characteristic parts) Each feature of the characteristic feature 10SH may be combined with some or all of the features of other characteristic features, as appropriate. Such combined features or individual uncombined features may be combined with some or all of the features of other characteristic features, as appropriate.
[0338] (Explanation of the features 48AK~50AK) FIG. 12-1 shows a configuration example of a performance device relating to characteristic portions 48AK to 50AK. In this configuration example, a performance movable body 32, which serves as a movable performance device, is provided at the front lower edge, which is the lower edge of the front side overlapping with the display screen of image display device 5. Movable body 32 may be connected to an operating motor via, for example, a link mechanism. Movable body 32 is movable between an initial position and a position different from the initial position on the front side of image display device 5 by transmitting power from the operating motor. Movable body 32 may be movable by power from, for example, an operating solenoid or other general actuator.
[0339] The movable body 32 has a frame and a window. The frame of the movable body 32 is made of a decorative member and has a configuration that can be covered so that the player cannot see the display screen of the image display device 5. The window of the movable body 32 is made of transparent glass or synthetic resin, or is formed as a simple opening, and has a see-through configuration that allows the player to see the display screen of the image display device 5.
[0340] The game effect lamp 9 may include a plurality of LEDs constituting the upper frame lamp 9C, a plurality of LEDs constituting the left frame lamp 9M, and a plurality of LEDs constituting the right frame lamp 9N. The upper frame lamp 9C is provided at a predetermined position above the game area in the game machine frame 3. The left frame lamp 9M is provided at a predetermined position to the left of the game area in the game machine frame 3. The right frame lamp 9N is provided at a predetermined position to the right of the game area in the game machine frame 3.
[0341] The game effect lamp 9 may include a plurality of LEDs constituting a lever lamp 9B1 and a plurality of LEDs constituting a button lamp 9B2. The lever lamp 9B1 is composed of a plurality of LEDs built into the operating rod (operation lever) of the stick controller 31A. The button lamp 9B2 is composed of a plurality of LEDs provided inside the push button 31B. The operating lever of the stick controller 31A and the push button 31B may be formed partly or entirely from a translucent material. As a result, when the lever lamp 9B1 is lit, the operating lever of the stick controller 31A can be made to emit light. Furthermore, when the button lamp 9B2 is lit, the push button 31B can be made to emit light.
[0342] For example, the operation lever and push button 31B of the stick controller 31A are integrally formed, and are configured so that the operation lever and push button 31B of the stick controller 31A can vibrate when driven by the vibration motor 131. The vibration motor 131 may be provided inside or in a position close to the push button 31B, or may be built into the operation lever of the stick controller 31A or provided at the base of the operation lever. A plurality of vibration motors 131 may be provided to diversify the vibration modes of the operation lever and push button 31B of the stick controller 31A.
[0343] The pachinko gaming machine 1 can execute an operation unit effect including a light-emitting effect accompanied by a vibration effect as an indication effect that indicates that the variable display result has reached a "jackpot" at a predetermined rate and that the game will be controlled to a jackpot gaming state. In the vibration effect included in the operation unit effect, the vibration motor 131 is driven to vibrate the operation lever and push button 31B of the stick controller 31A in a vibration manner corresponding to the vibration pattern. In the light-emitting effect included in the operation unit effect, the lever lamp 9B1 and the button lamp 9B2 are lit, causing the operation lever and push button 31B of the stick controller 31A to emit light in conjunction with the vibration effect. Note that in the light-emitting effect included in the operation unit effect, lighting either the lever lamp 9B1 or the button lamp 9B2 may cause either the operation lever or the push button 31B of the stick controller 31A to emit light in conjunction with the vibration effect. For example, lighting only the button lamp 9B2 may cause only the push button 31B to emit light in conjunction with the vibration effect.
[0344] FIG. 12-2(A) shows an example of a setting for an operation unit effect pattern used to execute an operation unit effect. In this setting example, operation unit effect patterns AKC01 to AKC03, AKC11 to AKC13, AKC21, AKC22, AKC31, AKC32, and AKC41 are pre-prepared as multiple operation unit effect patterns. A light color, vibration pattern, jackpot reliability, and purpose are set for each operation unit effect pattern. The light color corresponding to the operation unit effect pattern indicates the light-emitting state when the operation lever and push button 31B of the stick controller 31A are illuminated in the light-emitting effect included in the operation unit effect. The vibration pattern corresponding to the operation unit effect pattern indicates the vibration state when the operation lever and push button 31B of the stick controller 31A vibrate in the vibration effect included in the operation unit effect. The jackpot reliability corresponding to the operation unit effect pattern indicates the probability that the variable display result will be a "jackpot" and the game will be controlled to a jackpot game state when the operation unit effect corresponding to the operation unit effect pattern is executed. The use corresponding to the operation unit performance pattern indicates the timing at which the operation unit performance is executed for each operation unit performance pattern.
[0345] The operation unit presentation can be executed at multiple times in accordance with the progress of the variable display, for example, when the pre-variation starts, when the target variation starts, when a reach is established, when the reach develops, and when a hit / miss notification tease is given. When the pre-variation starts, it is a timing corresponding to the start of the variable display that is executed before the variable display that is the target of the suggestion by the operation unit presentation. When the target variation starts, it is a timing corresponding to the start of the variable display that is the target of the suggestion by the operation unit presentation. When a reach is established, it is a timing corresponding to the case where the variable display becomes a reach state. When a reach develops, it is a timing corresponding to the case where a development presentation is executed in conjunction with the reach presentation of a super reach. The development presentation is a presentation that notifies that a reach presentation of a super reach will be executed (reach development) after a reach presentation of a normal reach is executed. When a hit / miss notification tease is given, it is a timing corresponding to the tease presentation before the hit / miss notification presentation that notifies whether the variable display result will be a "jackpot" or not while a reach presentation of a super reach is being executed.
[0346] In the example shown in Fig. 12-2(A), a plurality of operation unit performance patterns that can be used to execute operation unit performances according to a plurality of timings are prepared in advance. Also, different operation unit performance patterns are set to be available according to a plurality of timings at which the operation unit performances can be executed.
[0347] When a super reach reach effect is executed, the reliability of a jackpot is higher than when only a normal reach reach effect is executed and no super reach reach effect is executed. Whether or not a jackpot game state will be controlled can be notified depending on whether or not a determined decorative symbol for a jackpot combination is derived when a super reach reach effect is executed. For the super reach reach effect, multiple reach effects, including, for example, an SP reach A, may be prepared in advance. Each reach effect may include effects with different presentation modes. Each reach effect may also include effects with common presentation modes. The determination rate when the variable display result is a "jackpot" and the determination rate when the variable display result is not a "jackpot" may be set so that the reliability of a jackpot corresponds to each reach effect. It is only necessary to set the presence or absence of a reach effect, the presence or absence of a super reach reach effect, the presentation mode of the reach effect, etc., according to the variation pattern determined by referring to the variation pattern determination table using a random number value for determining the variation pattern.
[0348] The operation unit effects can be executed or not at a predetermined rate depending on whether the variable display result is a "jackpot," regardless of whether the specific effects, such as reach effects, that can be executed depending on the progress of the game including the variable display, are executed. Such operation unit effects that can be executed regardless of the specific effects are also called standalone operation unit effects. In contrast, in some cases, effects are executed in which the operation lever of the stick controller 31A and the push button 31B emit light or vibrate in conjunction with the specific effects. Such light-emitting and vibration effects associated with the specific effects are also called specific linked effects.
[0349] FIG. 12-2(B) shows a setting example for executing a specific interlocking effect. In this setting example, the illumination colors and vibration patterns are set for executing specific interlocking effects in conjunction with multiple specific effects, such as the movement of moving objects, image display, music playback, or jackpot confirmation notification and jackpot type lottery CH1 and CH2 in the reach effect of SP Reach A. The illumination colors for the specific interlocking effects are set to correspond to the content of the specific interlocking effect, and it is sufficient that the operating lever and push button 31B of the stick controller 31A are illuminated as part of the specific interlocking effect. The vibration patterns for the specific interlocking effect are set to correspond to the content of the specific interlocking effect, and it is sufficient that the operating lever and push button 31B of the stick controller 31A are vibrated as part of the specific interlocking effect. As such, since the specific interlocking effect can be executed as part of the specific interlocking effect, the jackpot reliability is the same as that of the specific interlocking effect, and it does not have its own unique jackpot reliability. The vibration of the operating lever and push button 31B of the stick controller 31A in the specific interlocking effect is included in the special vibration effects that can be executed in conjunction with the execution of the specific interlocking effect. The illumination of the operating lever of the stick controller 31A and the push button 31B in the specific linked performance is included in the specific illumination performance that can be executed in conjunction with the execution of the specific performance.
[0350] The reach effect of SP Reach A may, for example, be one with a jackpot reliability of around 40%. Jackpot type lottery CH1 may be one that can be executed when a jackpot type different from the first jackpot type, which has the smallest number of rounds (for example, 4 rounds), occurs. Jackpot type lottery CH2 may be one that can be executed when a jackpot type different from the first jackpot type, which has the largest number of rounds (for example, 16 rounds), occurs. Note that jackpot type lottery CH1 and CH2 may be lottery effects relating to the type of jackpot depending on the presence or absence of time-saving control or probability variable control after the end of the jackpot gaming state, or the end conditions, or may be lottery effects relating to the presence or absence of a rank-up, which is an increase in the number of rounds from the number previously notified during the jackpot gaming state, and the amount of increase. For the jackpot type lottery CH1, CH2, when the jackpot gaming state can be controlled to a probability variable state after the end of the jackpot gaming state based on the gaming ball that entered the V entry port of the V entry attacker, it may be possible to execute a lottery presentation for a jackpot gaming state with different degrees of advantage depending on whether the V entry attacker is open, the open time, the number of times it is opened, or the conditions for ending the probability variable control, etc. When the small win gaming state can be controlled to a jackpot gaming state based on the occurrence of a V entry due to a gaming ball entering the V entry attacker, it may be possible to execute a lottery presentation for a small win gaming state or a jackpot gaming state with different degrees of advantage depending on whether the V entry attacker is open, the open time, the number of times it is opened, or the number of rounds of the jackpot gaming state controlled after the occurrence of a V entry.
[0351] The system may be controlled to a weak vibration monitoring state until a game state in which the V winning attacker can be released is initiated. Thereafter, during the period from the start of the game state in which the V winning attacker can be released until a V winning occurs when a game ball enters the V winning attacker, the system may be controlled to a strong vibration monitoring state, and the operating lever of the stick controller 31A and the push button 31B may be controlled not to vibrate. When a V winning occurs, the system may be controlled to a weak vibration monitoring state, and an effect including vibration of the operating lever of the stick controller 31A and the push button 31B may be executed. The strong vibration monitoring state is a state in which vibration errors are easily detected, while the weak vibration monitoring state is a state in which vibration errors are more difficult to detect than the strong vibration monitoring state. The system is controlled to the strong vibration monitoring state during periods when there is a high risk of a player committing fraud by generating vibrations. On the other hand, the system is controlled to the weak vibration monitoring state during periods when there is a low risk of a player committing fraud by generating vibrations. When a vibration error is detected, it is sufficient if control can be executed to notify the occurrence of an abnormality, such as by displaying an alarm image, outputting an alarm sound, turning on an alarm lamp, outputting an alarm signal, or a combination of some or all of these, under the control of the performance control CPU 120. When a vibration error is detected, the pachinko gaming machine 1 may be put into a game stop state under the control of the CPU 103 in the game control microcomputer 100. This allows for appropriate vibration monitoring and prevents a decrease in interest in gaming due to an inappropriate abnormality determination resulting in a vibration error being notified or a game stop state being put into place.
[0352] FIG. 12-3 shows the vibration pattern settings. A plurality of vibration patterns are prepared in advance according to the vibration modes of the operation lever of the stick controller 31A and the push button 31B. FIG. 12-3(A) shows vibration patterns AKV01 to AKV03, AKV11, AKV12, AKV21, AKV22, and AKV31 used to execute the vibration effects included in the operation unit effects. FIG. 12-3(B) shows vibration patterns AKV41 to AKV44 used to execute the special vibration effects included in the specific linked effects.
[0353] Vibration pattern AKV01 is a vibration mode in which an on period and an off period alternate three times every 300 milliseconds. The vibration effect by vibration pattern AKV01 is included in the operation unit effect by operation unit effect pattern AKC01 that can be executed when the preliminary fluctuation starts. On the other hand, the vibration effect by vibration pattern AKV01 is not included in the operation unit effect that can be executed at a timing different from the start of the preliminary fluctuation. In the operation unit effect by operation unit effect pattern AKC01, the light color of the light effect that lights up the operation lever and push button 31B of stick controller 31A in conjunction with the vibration effect becomes white.
[0354] Vibration pattern AKV02 is a vibration mode in which the on period continues for 1500 milliseconds. The vibration effect by vibration pattern AKV02 is included in the operation unit effects by operation unit effect patterns AKC02 and AKC03 that can be executed when the preliminary fluctuation starts. In addition, the vibration effect by vibration pattern AKV02 is included in the operation unit effect by operation unit effect pattern AKC11 that can be executed when the target fluctuation starts. On the other hand, the vibration effect by vibration pattern AKV02 is not included in the operation unit effects that can be executed at timings other than the start of the preliminary fluctuation or the target fluctuation. In the operation unit effect by operation unit effect pattern AKC02, the light color of the light-emitting effect that illuminates the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect is red. In the operation unit effect by operation unit effect pattern AKC03, the light color of the light-emitting effect that illuminates the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect is rainbow. In the operation unit performance according to operation unit performance pattern AKC11, the color of light emitted in the light-emitting performance in which the operation lever and push button 31B of the stick controller 31A are illuminated in association with the vibration performance is white.
[0355] Vibration pattern AKV03 is a vibration mode in which the on period continues for 3000 milliseconds. The vibration effect by vibration pattern AKV03 is included in the operation unit effects by operation unit effect patterns AKC12 and AKC13 that can be executed when the target fluctuation starts. On the other hand, the operation unit effect by vibration pattern AKV03 is not included in the operation unit effects that can be executed at timings other than the start of the target fluctuation. In the operation unit effect by operation unit effect pattern AKC12, the light color of the light-emitting effect that illuminates the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect is red. In the operation unit effect by operation unit effect pattern AKC13, the light color of the light-emitting effect that illuminates the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect is rainbow.
[0356] In vibration pattern AKV11, the vibration mode during the on period is in accordance with the effect AKR1 when a reach is achieved. The vibration effect by vibration pattern AKV11 is included in the operation unit effect by operation unit effect pattern AKC21 that can be executed when a reach is achieved. On the other hand, the vibration effect by vibration pattern AKV11 is not included in the operation unit effect that can be executed at a timing different from when a reach is achieved. In the operation unit effect by operation unit effect pattern AKC21, the light color of the light-emitting effect that lights up the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect becomes pink.
[0357] In vibration pattern AKV12, the vibration mode during the on period is in accordance with the effect AKR2 when a reach is achieved. The vibration effect by vibration pattern AKV12 is included in the operation unit effect by operation unit effect pattern AKC22 that can be executed when a reach is achieved. On the other hand, the vibration effect by vibration pattern AKV12 is not included in the operation unit effect that can be executed at a timing different from when a reach is achieved. In the operation unit effect by operation unit effect pattern AKC22, the light color of the light-emitting effect that lights up the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect becomes orange.
[0358] In addition, as the vibration effect included in the operation unit effect when a reach is achieved, an effect using a common vibration pattern may be executed with a vibration effect included in an operation unit effect that can be executed at a timing different from when a reach is achieved. For example, a vibration effect using vibration pattern AKV02 may be executed as a vibration effect included in the operation unit effect using operation unit effect pattern AKC21 that can be executed when a reach is achieved. Furthermore, a vibration effect using vibration pattern AKV03 may be executed as a vibration effect included in the operation unit effect using operation unit effect pattern AKC22 that can be executed when a reach is achieved. In these cases, there will be cases where the vibration mode of the vibration effect is common between the operation unit effect executed when a reach is achieved and the operation unit effect executed at the start of a preliminary fluctuation or a target fluctuation. In this way, by having the vibration mode of the vibration effect be common even when the timing of executing the operation unit effect is different, an increase in the control burden and control data for the effect may be prevented.
[0359] In vibration pattern AKV21, the vibration mode during the on period is in accordance with the effect AKS1 when a reach develops. The vibration effect by vibration pattern AKV21 is included in the operation unit effect by operation unit effect pattern AKC31 that can be executed when a reach develops. On the other hand, the vibration effect by vibration pattern AKV21 is not included in the operation unit effect that can be executed at a timing different from when a reach develops. In the operation unit effect by operation unit effect pattern AKC31, the light color of the light-emitting effect that lights up the operation lever and push button 31B of the stick controller 31A in conjunction with the vibration effect becomes white.
[0360] In vibration pattern AKV22, the vibration mode during the on period is in accordance with the effect AKS2 when a reach develops. The vibration effect by vibration pattern AKV22 is included in the operation unit effect by operation unit effect pattern AKC32 that can be executed when a reach develops. On the other hand, the vibration effect by vibration pattern AKV22 is not included in the operation unit effect that can be executed at a timing different from when a reach develops. In the operation unit effect by operation unit effect pattern AKC32, the light color in the light-emitting effect that causes the stick controller 31A and push button 31B to light up in conjunction with the vibration effect becomes white.
[0361] In addition, the vibration effect included in the operation unit effect during reach development may be executed using a vibration pattern that is common to the vibration effect included in the operation unit effect that can be executed at a timing different from the reach development. For example, a vibration effect using vibration pattern AKV02 may be executed as the vibration effect included in the operation unit effect using operation unit effect pattern AKC31 that can be executed during reach development. Furthermore, a vibration effect using vibration pattern AKV03 may be executed as the vibration effect included in the operation unit effect using operation unit effect pattern AKC32 that can be executed during reach development. In these cases, there may be cases where the vibration mode of the vibration effect is common between the operation unit effect executed during reach development and the operation unit effect executed at the start of the preliminary fluctuation or the target fluctuation. In this way, by using a common vibration mode for the vibration effect when the timing of executing the operation unit effect is different, it may be possible to prevent an increase in the control burden and control data for the effect.
[0362] Vibration pattern AKV31 is a vibration mode in which the on-period continues for 1500 milliseconds or more. For example, after the on-period continues for 1500 milliseconds, the vibration mode may continue for a further on-period until a player's action that constitutes an operation on the operation lever or push button 31B of the stick controller 31A is detected during the valid detection period. The vibration effect by vibration pattern AKV31 is included in the operation unit effect by operation unit effect pattern AKC41 that can be executed when informing the player of the result of winning or losing. On the other hand, the vibration effect by vibration pattern AKV31 is not included in the operation unit effect that can be executed at a timing other than when informing the player of the result of winning or losing. In the operation unit effect by operation unit effect pattern AKC41, the light color of the light-emitting effect that illuminates the stick controller 31A and push button 31B in conjunction with the vibration effect is gold.
[0363] When a vibration effect is executed using the vibration pattern AKV31, whether or not to provide a valid detection period may vary depending on the type of effect executed in conjunction with the variable display, such as the type of reach effect. When a valid detection period is provided, the operation levers and push buttons 31B of the stick controller 31A may be controlled to have an operation suggestion light-emitting mode that switches between gold light emission (on) and non-light emission (off) every 150 milliseconds. When a valid detection period is not provided, the operation levers and push buttons 31B of the stick controller 31A may be controlled to have an operation suggestion light-emitting mode that continuously emits gold light throughout the period in which they vibrate. On the other hand, when a valid detection period is provided, the operation levers and push buttons 31B of the stick controller 31A may be controlled to have an operation suggestion light-emitting mode that switches between red light emission (on) and non-light emission (off) that is different from gold every 150 milliseconds. By executing a light-emitting effect in which the light-emitting mode alternates between emitting and not emitting light every 150 milliseconds, the player can be informed that the operation of the control lever or push button 31B of the stick controller 31A is valid while the vibration effect is being executed. Alternatively, different light-emitting control priorities may be assigned to multiple lamp layers for which lamp control data can be set. For example, lamp control data may be set in the first lamp layer to indicate a normal operation by switching the control lever or push button 31B of the stick controller 31A between emitting red light (on) and not emitting light (off) every 150 milliseconds. Lamp control data may be set in the second lamp layer to indicate a special operation by continuously emitting gold light for the effective detection period of 5,000 milliseconds. The light-emitting control of the lever lamp 9B1 and the button lamp 9B2 based on the lamp control data set in the second lamp layer is executed with priority over the light-emitting control of the lever lamp 9B1 and the button lamp 9B2 based on the lamp control data set in the first lamp layer. This may allow control so that the light emission pattern for suggesting a special operation takes priority over the light emission pattern for suggesting a normal operation as the light emission pattern for the light emission effect.
[0364] The multiple reach effects that result in a super reach may include a strong SP reach, which has a relatively high reliability of a jackpot, and a weak SP reach, which has a relatively low reliability of a jackpot. In the reach effect of a strong SP reach, a win / loss notification effect is executed after an action detection effect is executed by detecting a player's action to operate the operation lever or push button 31B of the stick controller 31A. When a vibration effect corresponding to such a reach effect of a strong SP reach is executed, it is sufficient that the vibration mode continues for an on period until a player's action to operate the operation lever or push button 31B of the stick controller 31A is detected during the valid detection period. In the reach effect of a weak SP reach, a win / loss notification effect is executed without executing an action detection effect. When a vibration effect corresponding to such a reach effect of a weak SP reach is executed, it is sufficient that the vibration mode according to the vibration pattern AKV31 is executed 1500 milliseconds or more before the win / loss notification effect. Note that the vibration mode of the vibration effect may be different between the operation unit effect when a reach effect for a strong SP reach is executed and the operation unit effect when a reach effect for a weak SP reach is executed. For example, the vibration effect included in the operation unit effect when a reach effect for a strong SP reach is executed may be controlled to a vibration mode that is an ON period in which the operation lever or push button 31B of the stick controller 31A vibrates continuously for 5000 milliseconds, which is the valid detection period. Alternatively, the vibration effect included in the operation unit effect when a reach effect for a strong SP reach is executed may be controlled to a vibration mode that switches between an ON period in which the operation lever or push button 31B of the stick controller 31A vibrates every 150 milliseconds and an OFF period in which no vibration occurs during the valid detection period. In contrast, the vibration effect included in the operation unit effect when a reach effect for a weak SP reach is executed may be controlled to a vibration mode that is an ON period in which the operation lever or push button 31B of the stick controller 31A vibrates continuously for 2000 milliseconds. There may be cases where the light emission pattern of the light emission effect differs between the operation part effect when a strong SP reach reach effect is executed and the operation effect when a weak SP reach reach effect is executed.For example, as a light-emitting effect included in the operation unit performance when a reach performance of a strong SP reach is executed, the operation lever or push button 31B of the stick controller 31A may be controlled to have a light-emitting mode that switches between gold light emission (on) and non-light emission (off) every 150 milliseconds during the valid detection period.In contrast to this, as a light-emitting effect included in the operation unit performance when a reach performance of a weak SP reach is executed, the operation lever or push button 31B of the stick controller 31A may be controlled to have a light-emitting mode that vibrates the operation lever or push button 31B of the stick controller 31A and emits gold light continuously for 2000 milliseconds.
[0365] In vibration pattern AKV41, the vibration mode during the on period is linked to the movement of the moving body in the reach performance of SP Reach A. In vibration pattern AKV42, the vibration mode during the on period is linked to the screen display in the reach performance of SP Reach A. In vibration pattern AKV43, the vibration mode during the on period is linked to the music playback in the reach performance of SP Reach A. In vibration pattern AKV44, the vibration mode is such that the on period continues for 3000 milliseconds or more.
[0366] The vibration caused by vibration pattern AKV41 is a special vibration effect included in the specific linked performance executed in conjunction with the movement of the movable body in the reach performance of SP Reach A. In the specific linked performance executed in conjunction with the movement of the movable body in the reach performance of SP Reach A, the light color in the specific light-emitting performance changes to blue in response to the vibration of the operation lever and push button 31B of the stick controller 31A. The vibration caused by vibration pattern AKV42 is a special vibration effect included in the specific linked performance executed in conjunction with the image display in the reach performance of SP Reach A. In the specific linked performance executed in conjunction with the image display in the reach performance of SP Reach A, the light color in the specific light-emitting performance changes to gold in response to the vibration of the operation lever and push button 31B of the stick controller 31A. The vibration caused by vibration pattern AKV43 is a special vibration effect included in the specific linked performance executed in conjunction with the playback of music in the reach performance of SP Reach A. In the specific linked performance executed in conjunction with the playback of music in the reach performance of SP Reach A, the light color in the specific light-emitting performance changes from blue to red to gold in response to the vibration of the operation lever and push button 31B of the stick controller 31A.
[0367] The vibrations of vibration pattern AKV44 may be special vibration effects included in specific linked effects executed in conjunction with a confirmed jackpot notification, or may be special vibration effects included in specific linked effects executed in conjunction with jackpot type lottery CH1 and CH2. In specific linked effects executed in conjunction with a confirmed jackpot notification, the light color in the specific light-emitting effects changes to rainbow colors as the operating lever and push button 31B of the stick controller 31A vibrate. In specific linked effects executed in conjunction with jackpot type lottery CH1, the light color in the specific light-emitting effects changes to white as the operating lever and push button 31B of the stick controller 31A vibrate. In specific linked effects executed in conjunction with jackpot type lottery CH2, the light color in the specific light-emitting effects changes to rainbow colors as the operating lever and push button 31B of the stick controller 31A vibrate.
[0368] FIG. 12-4 shows an example of an effect that is produced by vibrating and illuminating the operation lever and push button 31B of the stick controller 31A. Here, a number of effect execution examples AKA01 to AKA07 are shown, each corresponding to the light color of the operation lever and push button 31B of the stick controller 31A. The lever lamp 9B1 provided on the operation lever of the stick controller 31A and the button lamp 9B2 provided on the push button 31B may emit light in a normal light-emitting state at a low normal light-emitting brightness, emitting white light. Alternatively, the lever lamp 9B1 and the button lamp 9B2 may be set to a non-light-emitting state, i.e., not emitting light.
[0369] The effect execution example AKA01 is a case where a light-emitting effect is executed in which the operation lever and push button 31B of the stick controller 31A are illuminated in white. When an operation unit effect is executed using one of the operation unit effect patterns AKC01, AKC11, AKC31, or AKC32, the light color becomes white. Operation unit effect pattern AKC01 can be used to execute an operation unit effect at the start of a preliminary variation. Operation unit effect pattern AKC11 can be used to execute an operation unit effect at the start of a target variation. Operation unit effect patterns AKC31 and AKC32 can both be used to execute an operation unit effect during reach development. The operation unit effects using operation unit effect patterns AKC01, AKC11, AKC31, and AKC32 all have a jackpot reliability of 50% or higher. The operation unit effect using operation unit effect pattern AKC01 includes a vibration effect using vibration pattern AKV01. The operation unit effect using operation unit effect pattern AKC11 includes a vibration effect using vibration pattern AKV02. The operation unit effect by operation unit effect pattern AKC31 includes a vibration effect by vibration pattern AKV21. The operation unit effect by operation unit effect pattern AKC32 includes a vibration effect by vibration pattern AKV22. When the jackpot type lottery CH1 is executed as a specific effect, the light color also becomes white.
[0370] The effect execution example AKA02 is a case where a light-emitting effect is executed in which the operation lever of the stick controller 31A and the push button 31B are illuminated in red. When an operation unit effect is executed using either operation unit effect pattern AKC02 or AKC12, the light color becomes red. Operation unit effect pattern AKC02 can be used when an operation unit effect is executed at the start of a preliminary variation. Operation unit effect pattern AKC12 can be used when an operation unit effect is executed at the start of a target variation. The operation unit effects using operation unit effect patterns AKC02 and AKC12 both have a jackpot reliability of 70% or more. The operation unit effect using operation unit effect pattern AKC02 includes a vibration effect using vibration pattern AKV02. The operation unit effect using operation unit pattern AKC12 includes a vibration effect using vibration pattern AKV03. When the music playback of SP Reach A is executed as a specific effect, a period in which the light color becomes red is also included.
[0371] Effect execution example AKA03 is a case where a light-emitting effect is executed in which the operation lever and push button 31B of the stick controller 31A are illuminated in rainbow colors. When an operation unit effect is executed using either operation unit effect pattern AKC03 or AKC13, the light color becomes rainbow colors. Operation unit effect pattern AKC03 can be used when an operation unit effect is executed at the start of a preliminary variation. Operation unit effect pattern AKC13 can be used when an operation unit effect is executed at the start of a target variation. The operation unit effects using operation unit effect patterns AKC03 and AKC13 both have a jackpot reliability of 100%. The operation unit effect using operation unit effect pattern AKC03 includes a vibration effect using vibration pattern AKV02. The operation unit effect using operation unit effect pattern AKC13 includes a vibration effect using vibration pattern AKV03. The light color also becomes rainbow colors when a specific effect such as a jackpot confirmation notification or jackpot type lottery CH2 is executed.
[0372] The effect execution example AKA04 is a case where a light-emitting effect is executed in which the operation lever and push button 31B of the stick controller 31A are illuminated in pink. When an operation unit effect using the operation unit effect pattern AKC21 is executed, the light color becomes pink. The operation unit effect pattern AKC21 can be used when an operation unit effect is executed during a reach development. The operation unit effect using the operation unit effect pattern AKC21 has a jackpot reliability of 100%. The operation unit effect using the operation unit effect pattern AKC21 includes a vibration effect using the vibration pattern AKV11.
[0373] The effect execution example AKA05 is a case where a light-emitting effect is executed in which the operation lever and push button 31B of the stick controller 31A are illuminated in orange. When an operation unit effect using the operation unit effect pattern AKC22 is executed, the light color becomes orange. The operation unit effect pattern AKC22 can be used when an operation unit effect is executed during a reach development. The operation unit effect using the operation unit effect pattern AKC22 has a jackpot reliability of 100%. The operation unit effect using the operation unit effect pattern AKC22 includes a vibration effect using the vibration pattern AKV12.
[0374] The effect execution example AKV06 is a case where a light-emitting effect is executed in which the operation lever of the stick controller 31A and the push button 31B are illuminated in blue. When the operation part effect is executed, the light color does not become blue. When the movable body operation of SP Reach A is executed as a specific effect, the light color becomes blue. In addition, when the music playback of SP Reach A is executed as a specific effect, a performance period in which the light color becomes blue is also included.
[0375] The effect execution example AKV07 is a case where a light-emitting effect is executed in which the operation lever and push button 31B of the stick controller 31A are illuminated in gold. When an operation unit effect using operation unit effect pattern AKC41 is executed, the light color becomes gold. Operation unit effect pattern AKC41 can be used when executing an operation unit effect during a hit / miss notification. The operation unit effect using operation unit effect pattern AKC41 has a jackpot reliability of 100%. The operation unit effect using operation unit effect pattern AKC41 includes a vibration effect using vibration pattern AKV31. When an image display of SP Reach A is executed as a specific effect, the light color becomes gold. In addition, when the music playback of SP Reach A is executed as a specific effect, a period in which the light color becomes gold is also included.
[0376] In this way, the light emission colors of the operation lever and push button 31B of the stick controller 31A may be different or the same depending on the execution timing of the operation unit performance, the reliability of a jackpot, and the vibration mode of the vibration performance. In addition to the light emission color, any light emission mode such as the light emission time, the number of times of light emission (number of flashes), the light emission cycle (flashing cycle), and the light emission brightness may be different or the same depending on the execution timing of the operation unit performance, the reliability of a jackpot, and the vibration mode of the vibration performance.
[0377] When the operation unit effect is executed at the start of the advance variation, it can be executed as a pre-reading preview effect or a continuous preview effect. The pre-reading preview effect suggests whether the variable display result will be a "jackpot" before the variable display that is the subject of the suggestion. The continuous preview effect suggests whether the variable display result will be a "jackpot" continuously across multiple variable displays that are executed before the variable display that is the subject of the suggestion. The continuous preview effect can be executed using a continuous presentation pattern for each reserved memory number. The reserved memory number here may be the number of reserved special symbols at the time of the start winning. As the continuous presentation pattern for each reserved memory number, multiple continuous presentation patterns are prepared in advance according to the presentation style for each remaining number of times. The remaining number of times is set to the number of reserved special symbols at the time of the start winning, and is subtracted by 1 each time the variable display is executed. Then, when the variable display that is the subject of the suggestion is executed, the remaining number of times becomes "0".
[0378] 12-5 shows an example of a continuous performance pattern used to execute a continuous preview performance. The continuous performance pattern may be determined by, for example, using a random number value for determining the continuous performance pattern, referring to a continuous performance pattern determination table corresponding to the number of reserved memories, and determining the determination result to which the determination value that matches the random number value is assigned according to the result of the winning determination.
[0379] FIG. 12-5(A) shows consecutive presentation patterns AKD01 to AKD06 that can be used when the number of reserved memories is "2". In the consecutive preview presentation using consecutive presentation pattern AKD01, when the remaining number of times is "1", an operation section presentation using operation section presentation pattern AKC01 is executed, and when the remaining number of times is "0", an operation section presentation using operation section presentation pattern AKC11 is executed. In the consecutive preview presentation using consecutive presentation pattern AKD02, when the remaining number of times is "1", an operation section presentation using operation section presentation pattern AKC01 is executed, and when the remaining number of times is "0", an operation section presentation using operation section presentation pattern AKC12 is executed. In the consecutive preview presentation using consecutive presentation pattern AKD03, when the remaining number of times is "1", an operation section presentation using operation section presentation pattern AKC02 is executed, and when the remaining number of times is "0", an operation section presentation using operation section presentation pattern AKC12 is executed. In the continuous preview performance using continuous performance pattern AKD04, when the remaining number of times is "1", the operation section performance using operation section performance pattern AKC01 is executed, and when the remaining number of times is "0", the operation section performance using operation section performance pattern AKC13 is executed. In the continuous preview performance using continuous performance pattern AKD05, when the remaining number of times is "1", the operation section performance using operation section performance pattern AKC02 is executed, and when the remaining number of times is "0", the operation section performance using operation section performance pattern AKC13 is executed. In the continuous preview performance using continuous performance pattern AKD06, when the remaining number of times is "1", the operation section performance using operation section performance pattern AKC03 is executed, and when the remaining number of times is "0", the operation section performance using operation section performance pattern AKC13 is executed.
[0380] Figure 12-5 (B) shows the continuous performance patterns AKD11 to AKD16 that can be used when the number of reserved memories is "3". In the continuous preview performance using the continuous performance patterns AKD11 to AKD16, when the remaining number of times is "2" or "1", the operation unit performance using one of the continuous performance patterns AKC01 to AKC03 is executed, and when the remaining number of times is "0", the operation unit performance using one of the continuous performance patterns AKC11 to AKC13 is executed.
[0381] Figure 12-5 (C) shows the continuous performance patterns AKD21 to AKD26 that can be used when the number of reserved memories is "4". In the continuous preview performance using the continuous performance patterns AKD21 to AKD26, when the remaining number of times is either "1" to "3", the operation unit performance using one of the continuous performance patterns AKC01 to AKC03 is executed, and when the remaining number of times is "0", the operation unit performance using one of the continuous performance patterns AKC11 to AKC13 is executed.
[0382] FIG. 12-6 is a flowchart showing an example of a process that can be executed in step S161 of FIG. 9 as a pre-reading notice setting process. In the pre-reading notice setting process shown in FIG. 12-6, the performance control CPU 120 determines whether or not the pre-reading notice conditions are met (step AKS101). The pre-reading notice conditions may be set in advance as conditions under which a pre-reading notice performance that results in a continuous pre-reading notice performance can be executed. In step AKS101, it is determined whether or not a performance control command transmitted at the time of starting winning (starting entrance winning designation command, pending memory number notification command, winning time judgment result command) has been received. If no command has been received, it is determined that the pre-reading notice conditions have not been met. If a command has been received, the notification content according to the received command is identified, and for example, the winning time judgment result is identified as the notification content according to the winning time judgment result command.
[0383] The winning determination result may be the result of determining whether the variable display result is determined to be a "jackpot" or whether the variation pattern is determined to be a specific variation pattern, using the gaming random number extracted at the time of the starting winning, by the starting winning determination process executed in step S101 of the special symbol process processing. The winning determination result may be, for example, one of jackpot, Super Reach confirmed on a loss, Reach confirmed on a loss, or General on a loss. The winning determination result of a jackpot is a determination result corresponding to the case where the random number value for determining the display result is within the jackpot determination range and is controlled to the jackpot gaming state. The winning determination result of a Super Reach confirmed on a loss is included in the determination result corresponding to the case where the game is not controlled to the jackpot gaming state and is a determination result corresponding to the case where the random number value for determining the variation pattern is within the Super Reach confirmed range on a loss. The judgment result at the time of winning when the reach is confirmed on a miss is included in the judgment result corresponding to the case where the game is not controlled to a jackpot game state, and is the judgment result corresponding to the case where the random number value for determining the fluctuation pattern is within the reach confirmation range on a miss. The judgment result at the time of winning when the general win is included in the judgment result corresponding to the case where the game is not controlled to a jackpot game state, and is the judgment result corresponding to the case where the random number value for determining the fluctuation pattern is neither within the super reach confirmation range on a miss nor within the reach confirmation range.
[0384] It is sufficient that the pre-reading notice condition can be established when the winning judgment result is either a jackpot or a confirmed super reach when a miss occurs. Also, the pre-reading notice condition can be established when the current winning judgment result is either a jackpot or a confirmed super reach when a miss occurs, and the winning judgment results up to the previous time corresponding to the reserved memory are all general when a miss occurs. Note that, if the pre-reading notice performance that becomes a continuous notice performance is already set to start, the pre-reading notice condition may be restricted so that it does not become established.
[0385] If the pre-reading notice condition is not met (step AKS101; No), the pre-reading notice setting process is terminated. If the pre-reading notice condition is met (step AKS101; Yes), it is determined whether or not to execute the pre-reading notice (step AKS102). For example, numerical data indicating a random number value for determining whether or not to execute the pre-reading notice may be extracted, and depending on the result of the winning judgment, a pre-reading notice execution decision table stored in advance in ROM121 may be referenced to determine whether or not to execute the pre-reading notice, thereby determining whether or not to execute the pre-reading notice performance. In step AKS102, it is determined whether or not to execute the pre-reading notice performance, either "no execution" when the pre-reading notice performance is not executed, or "execution" when the pre-reading notice performance is executed. It is determined whether or not the determination result at this time is "execution" (step AKS103).
[0386] If it is determined that "no execution" will not be performed (step AKS103; No), the pre-reading notice setting process is terminated. If it is determined that "execution" will be performed (step AKS103; Yes), the remaining number of times is set (step AKS104). In step AKS104, the number of reserved memories can be set as the remaining number of times. Next, the consecutive performance pattern is determined (step AKS105). For example, numerical data indicating a random number value for determining the consecutive performance pattern can be extracted, and the consecutive performance pattern can be determined to be one of a plurality of patterns by referring to a consecutive performance pattern determination table stored in advance in ROM 121 depending on the result of the winning judgment.
[0387] After determining the continuous performance pattern in step AKS105, a pre-reading notice setting is performed (step AKS106), and the pre-reading notice setting process is terminated. In step AKS106, for example, a pre-reading notice flag provided in a predetermined area (such as a performance control flag setting unit) of RAM 122 may be set to an ON state.
[0388] In this type of pre-reading notice setting process, when the winning time determination result is either a jackpot or a confirmed super reach on a loss, the pre-reading notice condition in step AKS101 can be established, and it becomes possible to determine whether or not to execute the pre-reading notice in step AKS102 and the continuous performance pattern in step AKS105. If the winning time determination result is a jackpot, step AKS102 may determine "execution" to execute the pre-reading notice performance at a higher rate than when the winning time determination result is a confirmed super reach on a loss. Furthermore, in step AKS105, when the winning time determination result is a jackpot, the continuous performance pattern may be determined at a different rate than when the winning time determination result is a confirmed super reach on a loss. In this way, it is sufficient that the continuous pre-reading notice performance, which is the pre-reading notice performance, can be executed based on the winning time determination result, which is the pre-reading judgment result.
[0389] FIG. 12-7 is a flowchart showing an example of processing that can be executed in step S171 of FIG. 9 as the variable display start setting processing. In the variable display start setting processing shown in FIG. 12-7, the performance control CPU 120 determines the final stop pattern, etc., which will be the final decorative pattern as the variable display result of the decorative pattern (step AKS201). The performance control CPU 120 may determine the final stop pattern based on the variable display content, such as the variable pattern indicated by the variable pattern designation command transmitted from the main board 11 and the variable display result indicated by the variable display result notification command. The variable pattern designation command and the display result notification command are transmitted from the main board 11 to the performance control board 12 by, for example, setting the transmission of commands at the start of the special pattern change when the variable pattern setting processing is executed in step S111 of the special pattern process processing. The variable pattern designation command is a performance control command that specifies the variable pattern determined as the usage pattern. The variable display result notification command is a performance control command that specifies the variable display result determined using a random number value for determining the special pattern display result. As an example, the variable display contents according to the combination of the variation pattern and the variable display results may include "non-reach (miss)", "reach (miss)", "non-probability change (jackpot)", and "probability change (jackpot)".
[0390] When the variable display content is "non-reach (miss)", the variable display state of the decorative symbols does not enter a reach state, the fixed decorative symbols of the non-reach combination are statically displayed, and the display result of the variable display becomes a "miss". When the variable display content is "reach (miss)", after the variable display state of the decorative symbols enters a reach state, the fixed decorative symbols of the reach-miss combination are statically displayed, and the display result of the variable display becomes a "miss". When the variable display content is "non-probability variable (jackpot)", the display result of the variable display becomes a "jackpot", and the game state after the jackpot game state ends becomes a time-shortened state. When the variable display content is "probability variable (jackpot)", the display result of the variable display becomes a "jackpot", and the game state after the jackpot game state ends becomes a probability variable state.
[0391] In step AKS201, for example, when the variable display content is "non-probability variable (jackpot)," a combination of fixed decorative symbols with the same even-numbered symbols aligned as the final stopping symbol is determined. Also, when the variable display content is "probability variable (jackpot)," it is sufficient to be able to determine a combination of fixed decorative symbols with the same odd-numbered symbols aligned as the final stopping symbol. When the variable display content is "reach (miss)," a combination of fixed decorative symbols that will be a reach-miss combination is determined as the final stopping symbol. When the variable display content is "non-reach (miss)," a combination of fixed decorative symbols that will be a non-reach-miss combination is determined as the final stopping symbol. When determining the combination of fixed decorative symbols, for example, numerical data that will be a random number value for symbol determination may be ...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player based on the display result of a variable display becoming a specific display result, An operation means operable by a player; A vibration effect execution means capable of executing a predetermined vibration effect and a special vibration effect as a vibration effect in which the operation means vibrates; A light emission effect execution means capable of executing a light emission effect that causes the operation means to emit light in response to the predetermined vibration effect; A specific effect execution means capable of executing a specific effect according to the progress of a game; a launching means capable of launching game media in response to an operation by a player; a guidance display means for displaying a guidance message to prompt a player to launch the game medium toward the second area out of the first area and the second area; The rate of being controlled to the advantageous state is higher when the predetermined vibration performance is executed than when the predetermined vibration performance is not executed; the guidance display includes a first guidance display and a second guidance display, The guidance display means is The second guidance display is displayed during a first period during a predetermined period during which a start performance related to the start of control of the advantageous state is being executed, performing the first guidance display and the second guidance display in a second period that is within the predetermined period and that is subsequent to the first period; In a period after the predetermined period, the first guidance display is terminated while the second guidance display is continued; in both a first situation in which a power outage occurs during the second period while the first guidance display and the second guidance display are being displayed and the power is restored, and a second situation in which a power outage occurs during the period after the predetermined period while the second guidance display is being displayed and the power is restored, a recovery screen during recovery is displayed and then a post-recovery screen after recovery is displayed; The second guidance display is performed commonly on the during-restoration screen and the after-restoration screen in the first situation and on the during-restoration screen and the after-restoration screen in the second situation. A gaming machine characterized by:
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