Gaming Machines

By introducing a variety of control and customization methods into the game console, the problem that existing game consoles are difficult to attract players' interest in custom settings is solved, and a richer and dynamic gaming experience is achieved.

JP7659846B2Active Publication Date: 2025-04-10NEWGIN KK
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Patent Information

Application Number
JP2023149377
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-14
Publication Date
2025-04-10
Estimated Expiration
2043-09-14

AI Technical Summary

Technical Problem

Existing consoles have difficulty attracting players' continued interest in various custom settings.

Method used

By introducing state control, performance execution, performance control, custom settings, and first and second operating means that players can operate, multiple controls and customizations of game state and performance, including displaying and hiding performance modes, adjusting volume and light effects, and dynamically adjusting custom settings during the game.

Benefits of technology

Improve players' interest and gaming experience, and through dynamic customization and diversified game state and performance modes, players' boredom arises from repetitive experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving an amusement of players with regard to various customizations.SOLUTION: A Pachinko game machine is provided in which various customizations with regard to presentations can be possible. In a presentation display device, selection character images and auto-button setting images can be displayed as customization information regarding the customization. In a speaker, operation voice presentations can be performed. The operation voice presentations can be performed in different presentation modes between when a game is controlled in a non-time-shortened state and when a game is controlled in a time-shortened state. Further, among various customizations with regard to the operation voice presentations, between when a game is controlled in the non-time-shortened state and when a game is controlled in the time-shortened state, contents, particularly with regard to an auto-button function, that can be set are different.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] Among pachinko gaming machines, which are a type of gaming machine, there are some that allow various customizations of the presentation and enhance the interest in the game by executing the presentation with the customized contents. For example, the gaming machine described in Patent Document 1 is provided with a setting switch that can be operated by the player, and the volume of the presentation can be adjusted by operating the setting switch when a demo screen is displayed on the variable symbol display device. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-135676 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in such gaming machines, there is a demand for further increasing the interest of players in relation to various customizations. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is capable of executing a variable game by varying symbols, and capable of executing various effects, and comprises: a state control means for controlling the state of the game; an effect execution means for executing the effects; an effect control means for controlling the effect execution means; and a customization means for customizing the effects. a first operation means operable by a player, and a second operation means the operation of which by the player is restricted;The state control means is capable of controlling the state to any one of a plurality of states including a first state and a second state, the performance execution means includes a display performance means capable of displaying an image and a non-display performance means different from the display performance means, the display performance means is capable of displaying customization information related to customization by the customization means, the non-display performance means is capable of executing a specific performance, the specific performance is a performance that can be executed in a different performance manner when controlled to the first state and when controlled to the second state, and the content that can be customized by the customization means for the specific performance is different between when controlled to the first state and when controlled to the second state. The customization of the specific effects includes customization of specific items, and the customization means is capable of customizing the specific items by operating the first operation means and the second operation means, and is capable of customizing the specific items even during execution of the variable game. The gist of the present invention is as follows. Effect of the Invention

[0006] According to the present invention, it is possible to enhance the interest of players in relation to various customizations. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view showing a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing the game board. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] 4(a) and 4(b) are schematic diagrams showing the manner in which an operation voice is produced. [Diagram 5] FIG. 5 is an explanatory diagram showing types of sounds that can be output in the operation voice production. [Figure 6] FIG. 6 is an explanatory diagram showing a method for adjusting various customization functions. [Figure 7] FIG. 7 is an explanatory diagram of the auto button function. [Figure 8] Figures 8(a) and 8(b) are timing charts showing an example of the flow of the presentation when the operation instruction presentation is executed when the time-saving state is not in effect and the auto button function is not set. [Figure 9] Figures 9(a) and 9(b) are timing charts showing an example of the flow of the presentation when the operation instruction presentation is executed when the time-saving state is not in effect and the auto button function is set. [Figure 10] FIG. 10 is a timing chart showing an example of the flow of presentation when adjustments are made to the auto button function during a non-time-saving state. [Figure 11] FIG. 11 is a timing chart showing an example of the flow of a presentation in the case where an operation voice presentation is executed without an operation instruction presentation being executed during a non-time-shortening state in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] (First embodiment) A first embodiment of the pachinko game machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a frame 11. The frame 11 includes an installation frame 11a for fixing the pachinko gaming machine 10 to an island facility of an amusement parlor or the like, and a mounting frame 11b for mounting various gaming components. The mounting frame 11b is pivotally supported on one side edge of the opening of the installation frame 11a so as to be openable and closable relative to the installation frame 11a. The pachinko gaming machine 10 includes a locking device 11c for locking the mounting frame 11b so that it cannot be opened. The locking device 11c is configured to be unlocked by inserting a key that fits the locking device 11c and rotating it in a predetermined direction, thereby allowing the mounting frame 11b to be opened.

[0010] The pachinko gaming machine 10 includes a gaming board YB. The gaming board YB is mounted on a mounting frame 11b. A gaming area YBa into which gaming balls, as gaming media, flow is formed on the front side of the gaming board YB. The pachinko gaming machine 10 includes a launching handle HD. The launching handle HD is a means operated when launching gaming balls into the gaming area YBa. The launching handle HD is provided on the front side of the mounting frame 11b. The pachinko gaming machine 10 is configured so that the launch strength of the gaming balls can be adjusted by adjusting the amount of rotation of the launching handle HD.

[0011] The pachinko gaming machine 10 includes a first effect button BT1, a second effect button BT2, and a cross key BT3 as operation means capable of performing a predetermined operation. In this embodiment, the first effect button BT1, the second effect button BT2, and the cross key BT3 are disposed on the front side of the pachinko gaming machine 10. In this embodiment, the first effect button BT1, the second effect button BT2, and the cross key BT3 correspond to a first operation means operable by a player. In this embodiment, the first effect button BT1, the second effect button BT2, and the cross key BT3 are button-type means configured to enable a pressing operation. The first effect button BT1, the second effect button BT2, and the cross key BT3 are not limited to being button-type, and may be of a touch sensor type, or may be configured to cause a predetermined display device to function as a touch panel type means. The first effect button BT1, the second effect button BT2, and the cross key BT3 may be configured to include a plurality of operable parts. In this embodiment, the first and second performance buttons BT1 and BT2 are configured to include a single operable part, and the cross key BT3 is configured to include multiple operable parts such as a left key LB, a right key RB, an up key UB, and a down key DB.

[0012] As shown in FIG. 1, the pachinko game machine 10 is equipped with a decorative lamp La. The decorative lamp La can perform various notifications and various effects by emitting light from its light-emitting body. In the following description, the effects by emitting light from the light-emitting body are referred to as "light-emitting effects." In other words, the decorative lamp La can perform light-emitting effects by emitting light from its light-emitting body. In this embodiment, the decorative lamp La corresponds to an effect execution means that executes effects. Note that "light emission" in this specification includes lighting, blinking, and turning off. In the following description, the light emission from the light-emitting body of the decorative lamp La may be simply referred to as "the decorative lamp La emits light."

[0013] The pachinko game machine 10 includes a speaker Sp. The speaker Sp can execute various notifications and various effects by outputting sound. In the following description, effects by outputting sound are referred to as "sound effects". In this embodiment, the speaker Sp corresponds to an effect execution means that executes effects, and also corresponds to an audio effect means that can output sound. Note that "sound" in this specification includes the voices of people and animals, sound effects, and music. The speaker Sp is provided, for example, on the frame body 11.

[0014] The pachinko game machine 10 includes a performance display device 12. The performance display device 12 can execute various notifications and various performances by displaying images. The performance display device 12 is, for example, a liquid crystal display type display device. The performance display device 12 may be an organic EL display type display device, or may be a display device including a projector and a screen. The performance display device 12 includes an image display unit GH that displays an image. The performance display device 12 can execute a performance (hereinafter, referred to as a display performance) that displays an image (picture) that imitates a predetermined character or character as one of the performances. In this embodiment, the performance display device 12 corresponds to a performance execution means that executes a performance. Also, in this embodiment, the performance display device 12 corresponds to a display performance means that can display an image, and the decorative lamp La and the speaker Sp correspond to a non-display performance means that is different from the display performance means.

[0015] 2, the pachinko gaming machine 10 includes an information display device 13. For example, the information display device 13 is disposed at a position on the game board YB that is visible to the player. The information display device 13 notifies various information indicating the control state of the pachinko gaming machine 10.

[0016] The information display device 13 includes a first special symbol display section 13a and a second special symbol display section 13b as display sections capable of displaying a special game as a variable game in which symbols are changed. In the special game, a predetermined symbol is displayed variably, and finally, a special symbol is displayed as a fixed stop. The special symbol is a symbol for announcing the result of an internal lottery (a winning lottery described later). The first special symbol display section 13a displays the first special game. The second special symbol display section 13b displays the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed as a fixed stop, and the type of the displayed symbol does not change. With regard to symbols, "fixed stop display" and "derivation" have the same meaning. In the pachinko game machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed in parallel at the same time. The special symbols include winning symbols as a winning display result and losing symbols as a losing display result. In the pachinko game machine 10, when a winning lottery is won, a winning symbol is derived in a special game, and a winning game is awarded after the corresponding special game ends. In this embodiment, all winnings are jackpots, and all winning symbols are jackpot symbols. Therefore, in this embodiment, a jackpot game is awarded after the winning special game ends.

[0017] The information display device 13 includes a first special hold display section 13c and a second special hold display section 13d as display sections that display information that can identify the reserved number of special games. The first special hold display section 13c displays information that can identify the reserved number of the first special game (hereinafter referred to as the first special hold number). The second special hold display section 13d displays information that can identify the reserved number of the second special game (hereinafter referred to as the second special hold number). For example, the upper limit value of the first special hold number and the second special hold number is 4.

[0018] The information display device 13 includes a normal symbol display section 13e. The normal symbol display section 13e displays a normal game. In the normal game, a predetermined symbol is displayed variably, and finally, a normal symbol is displayed as a fixed stop. The normal symbol is a symbol for notifying the result of an internal lottery (a normal lottery described later). The normal symbol includes a normal win symbol as a normal win display result and a normal loss symbol as a normal loss display result. In the pachinko game machine 10, when a normal win is won in the normal lottery, a normal win symbol is derived in the normal game, and after the normal game of the normal win is finished, a normal win game is awarded. The information display device 13 includes a normal hold display section 13f. The normal hold display section 13f displays information that can specify the number of holds for the normal game (hereinafter, referred to as the normal hold number).

[0019] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, and a big winning hole 17. The plurality of winning holes may include a winning hole different from these winning holes.

[0020] The first start winning opening 14 is a winning opening through which game balls enter to establish the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects game balls that have entered the first start winning opening 14 (see FIG. 3). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the conditions for awarding prize balls are established.

[0021] The second start winning opening 15 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reserve conditions for the second special game. As an example, the second start winning opening 15 is located at the lower right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that enters the second start winning opening 15 (see FIG. 3). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the conditions for awarding prize balls are established.

[0022] The pachinko game machine 10 is provided with a normal movable piece 16 that can take an open state in which the second start winning opening 15 is opened so that the game ball can enter, and a closed state in which the second start winning opening 15 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the normal movable piece 16 may be a door-like member that opens and closes the second start winning opening 15. The normal movable piece 16 is always in a closed state, and operates to an open state when a normal winning game is generated. That is, when a normal winning game is generated, the second start winning opening 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 3).

[0023] The large prize opening 17 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the large prize opening 17 is located in the upper right corner of the second start prize opening 15. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 17 (see FIG. 3). In this embodiment, when a game ball is detected by the count sensor SE3, the conditions for awarding prize balls are established.

[0024] The pachinko game machine 10 is provided with a special opening / closing piece 18 that can be in an open state in which the special winning opening 17 is opened so that the game ball can enter, and in a closed state in which the special winning opening 17 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the special opening / closing piece 18 may be a door-like member that opens and closes the special winning opening 17. The special opening / closing piece 18 is always in a closed state, and operates to an open state when a big win game is generated. That is, when a big win game is generated, the special winning opening 17 is opened so that the game ball can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the special opening / closing piece 18 (see FIG. 3).

[0025] The pachinko gaming machine 10 is provided with a gate 25 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is provided with a gate sensor SE4 that detects gaming balls passing through the gate 25 (see FIG. 3). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, a reserve condition for the normal game can be established, but a payout condition for prize balls is not established.

[0026] Next, a presentation game that can be executed by the presentation display device 12 will be described. In the performance display device 12, a performance game as a variable game is displayed as one of the display performances. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and a symbol combination of the performance symbols is ultimately derived. The performance symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display performance. As an example, the performance game of this embodiment is performed by displaying (scrolling) the performance symbols of the left pattern row, the center pattern row, and the right pattern row in a variable manner in a predetermined direction, respectively.

[0027] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination of presentation symbols corresponding to the special symbols derived in the special game is derived. The symbol combination of presentation symbols includes a miss symbol combination as a miss display result and a jackpot symbol combination as a jackpot display result. When a jackpot symbol is derived in the special game, a jackpot symbol combination is derived in the presentation game. Also, when a miss symbol is derived in the special game, a miss symbol combination is derived in the presentation game. In this specification, the "temporary stop display" refers to a provisional stop state before the presentation symbols are displayed in a fixed stop state, such as a fluctuating display. In the following description, the special game and the presentation game may be collectively referred to as a "variable game".

[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment includes a non-time-shortened state and a time-shortened state as a plurality of game states having different degrees of advantage for the player. In this embodiment, the non-time-shortened state and the time-shortened state are game states having different average fluctuation times of the special game. Specifically, the time-shortened state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortened state. Also, in this embodiment, the non-time-shortened state and the time-shortened state are game states having different probabilities of the game ball entering the second start winning hole 15. Specifically, the time-shortened state of this embodiment is a state in which the probability of the game ball entering the second start winning hole 15 is higher than that of the non-time-shortened state. In other words, in this embodiment, the time-shortened state is a ball-entry rate improvement state in which the ball-entry rate of the game ball into the second start winning hole 15 is improved compared to the non-time-shortened state. For this reason, in this embodiment, the time-shortened state is a state that is more advantageous to the player than the non-time-shortened state. In the present embodiment, the non-time-saving state corresponds to the first state, and the time-saving state corresponds to the second state.

[0029] For example, the ball entry rate of the game balls into the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal win game. The operation time extension control may be at least one of a control that increases the number of times the normal movable piece 16 operates in the second operation state in one normal win game, and a control that lengthens the operation time of one operation when the normal movable piece 16 operates in the second operation state in a normal win game.

[0030] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0031] In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that can specify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 17 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the hole or when a predetermined upper limit time has elapsed. In the round game, the large prize winning hole 17 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the passage of the ending time.

[0032] In the pachinko game machine 10 of this embodiment, after the end of a jackpot game, the machine is controlled to a time-saving state until the special game is completed a predetermined number of times (100 times in this embodiment) or until the next jackpot game is awarded.

[0033] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.

[0034] The main control board 40 will now be described in detail. The main control board 40 includes a main control CPU 41, a main control ROM 42, and a main control RAM 43. The main control CPU 41 executes a program for main control to perform various processes.

[0035] The main control ROM 42 stores judgment values ​​and tables used for various judgments and lotteries. The main control ROM 42 stores a plurality of types of variation patterns. The variation pattern is variation information capable of identifying the content of the variation game. In particular, in this embodiment, the variation pattern is information capable of identifying the variation time from the start to the end of the special game. The variation pattern may be information capable of identifying the content of the performance performed during the execution of the special game.

[0036] The main control RAM 43 stores various information that is rewritten depending on the results of processing by the main control CPU 41. In this embodiment, the main control RAM 43 corresponds to a storage means for storing various information related to the game. For example, the information stored in the main control RAM 43 is a flag, a counter, a timer, etc. The main control board 40 is equipped with a random number circuit (not shown) that generates hardware random numbers. The main control board 40 may be capable of generating software random numbers by a random number generation process by the main control CPU 41.

[0037] The main control CPU 41 is connected to the first start winning sensor SE1, the second start winning sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 41 is configured to be able to input detection signals output when each sensor detects a gaming ball. The main control CPU 41 is connected to the information display device 13. The main control CPU 41 is configured to be able to control the display contents of the information display device 13.

[0038] The main control CPU41 is connected to the first solenoid SL1 and the second solenoid SL2. The main control CPU41 is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU41 is configured to be able to control the operation of the special opening / closing piece 18 by controlling the second solenoid SL2.

[0039] The main control CPU41 is connected to the first performance button BT1, the second performance button BT2, and the cross key BT3. The main control CPU41 is configured to be able to input an operation signal (ON signal) that is output when each operation button is operated. This allows the main control CPU41 to detect which operation button among the operation buttons has been operated.

[0040] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 51, a sub-control ROM 52, and a sub-control RAM 53. The sub-control CPU 51 executes a program for sub-control to perform various processes related to the performance. The sub-control ROM 52 stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 52 stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, and audio performance data used for audio performance.

[0041] The sub-control RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 53 is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by the random number generation process performed by the sub-control CPU 51. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.

[0042] The sub-control CPU 51 is connected to the performance display device 12. The sub-control CPU 51 is configured to be able to control the display content of the performance display device 12. The sub-control CPU 51 is connected to a decorative lamp La. The sub-control CPU 51 is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 51 is connected to a speaker Sp. The sub-control CPU 51 is configured to be able to control the output mode of the speaker Sp. That is, in this embodiment, the sub-control CPU 51 functions as a performance control means that controls the performance execution means.

[0043] The sub-control CPU 51 is also connected to the auto button switch SW. The auto button switch SW is an operating means used to set the auto button function described later. In this embodiment, the auto button switch SW is disposed on the rear side of the pachinko gaming machine 10. For this reason, in this embodiment, the auto button switch SW cannot be accessed unless the locking device 11c is unlocked and the mounting frame 11b is opened. Therefore, in principle, the auto button switch SW can be said to be a means that can be operated only by an administrator who has the key to the locking device 11c. In this embodiment, the auto button switch SW corresponds to a second operating means whose operation by the player is restricted.

[0044] Next, various types of processing (control) executed in the pachinko gaming machine 10 will be described. The main control CPU 41 executes various processes such as special symbol input process and special symbol start process as timer interrupt processes performed at predetermined control cycles (for example, 4 ms) based on the main control program.

[0045] First, the special symbol input process will be described. In the special symbol input process, the main control CPU41 judges whether a game ball has entered the first start winning hole 14. At this time, the main control CPU41 judges that a game ball has entered the first start winning hole 14 by inputting a detection signal from the first start winning sensor SE1. When a game ball has entered the first start winning hole 14, the main control CPU41 judges whether the first special reserved number stored in the main control RAM43 is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU41 updates the first special reserved number stored in the main control RAM43 by adding 1. At this time, the main control CPU41 controls the information display device 13 to display the updated first special reserved number. Thus, in this embodiment, when the first special reserved number is less than the upper limit number, a game ball enters the first start winning port 14 and the entering game ball is detected by the first start winning sensor SE1, thereby establishing the reservation condition for the first special game.

[0046] Next, the main control CPU41 acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM43. For example, the random numbers are winning random numbers, big winning symbol random numbers, and variation pattern random numbers. At this time, the main control CPU41 stores the random number information so that it is possible to identify that it is random number information for the first special game, and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. In this embodiment, by storing the random number information for the first special game in the main control RAM43, the execution of the first special game can be suspended until the start condition of the first special game is satisfied. That is, in this embodiment, the main control CPU41 stores the random number information for the first special game in the main control RAM43, and the execution of the first special game can be suspended when the suspension condition of the first special game is satisfied. At this time, the main control CPU 41 generates a reservation number command capable of identifying the first special reservation number stored in the main control RAM 43, and sets it in the output buffer. In this embodiment, the command set in the output buffer is output to the sub-control CPU 51 in a predetermined output process.

[0047] Also, when no game ball has entered the first start winning hole 14 and when the first special reserved number is not less than the upper limit number, the main control CPU41 judges whether a game ball has entered the second start winning hole 15. At this time, the main control CPU41 judges that a game ball has entered the second start winning hole 15 by inputting a detection signal from the second start winning sensor SE2. When no game ball has entered the second start winning hole 15, the main control CPU41 ends the special symbol input process. On the other hand, when a game ball has entered the second start winning hole 15, the main control CPU41 judges whether the second special reserved number stored in the main control RAM43 is less than the upper limit number (4 in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU41 ends the special symbol input process. On the other hand, if the second special reserved number is less than the upper limit number, the main control CPU41 updates the second special reserved number stored in the main control RAM43 by adding 1. At this time, the main control CPU41 controls the information display device 13 to display the updated second special reserved number. In this manner, in this embodiment, if the second special reserved number is less than the upper limit number, a game ball enters the second start winning hole 15, and the entering game ball is detected by the second start winning sensor SE2, thereby establishing the reservation condition for the second special game.

[0048] Next, the main control CPU41 acquires the random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM43. At this time, the main control CPU41 stores the random number information so that it is possible to identify that it is random number information for the second special game, and the storage order of the random number information can be specified. In this embodiment, by storing the random number information for the second special game in the main control RAM43, it is possible to suspend the execution of the second special game until the start condition of the second special game is satisfied. That is, in this embodiment, the main control CPU41 stores the random number information for the second special game in the main control RAM43, and it is possible to suspend the execution of the second special game when the reservation condition of the second special game is satisfied. In addition, the main control CPU41 generates a reservation number command that can identify the second special reservation number stored in the main control RAM43, and sets it in the output buffer. After that, the main control CPU41 ends the special symbol input process.

[0049] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41 judges whether the start condition of the special game is satisfied. The main control CPU41 judges positively when neither a jackpot game nor a special game is being played, and judges negatively when a jackpot game or a special game is being played. If the start condition of the special game is not satisfied, the main control CPU41 ends the special symbol start process. If the start condition of the special game is satisfied, the main control CPU41 judges whether the second special reserved number is greater than zero. If the second special reserved number is zero, the main control CPU41 judges whether the first special reserved number is greater than zero.

[0050] When the first special reserved number is zero, the main control CPU41 judges whether or not an output flag is set in a predetermined storage area in the main control RAM43. The output flag is information that can identify that a standby state command that can identify that the standby state has been output. The standby state is a state when the special game is not being executed, the jackpot game is not awarded, and the special game is not reserved. When the output flag is not set, the main control CPU41 generates a standby state command and outputs it to the sub-control CPU51, and sets an output flag in the main control RAM43. Thereafter, the main control CPU41 ends the special symbol start process. On the other hand, when the output flag is set, the main control CPU41 ends the special symbol start process without generating a new standby state command. In the following description, a period that is not in a standby state is referred to as a "play period". In other words, in this embodiment, the play period is a period during which a special game or a jackpot game is being executed.

[0051] If the first special reserved number is greater than zero, the main control CPU41 executes a process to execute a first special game. Specifically, the main control CPU41 updates the first special reserved number by subtracting 1. The main control CPU41 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. At this time, if an output flag is set in the main control RAM43, the main control CPU41 erases the output flag.

[0052] Next, the main control CPU41 acquires the first stored random number information from the main control RAM43 among the random number information for the first special game. Next, the main control CPU41 performs a winning lottery (winning judgment) to determine whether or not a winning prize is awarded using a winning random number identified from the acquired random number information. As described above, all winning prizes in this embodiment are jackpots. Therefore, in this embodiment, the winning lottery can be understood as a jackpot lottery to determine whether or not a jackpot is awarded.

[0053] When a jackpot is won, the main control CPU41 performs a jackpot variation process. In the jackpot variation process, the main control CPU41 performs a lottery for a jackpot pattern using a jackpot pattern random number that can be specified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main control CPU41 also performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines the jackpot variation pattern. After that, the main control CPU41 ends the special pattern start process.

[0054] If the jackpot is not won, the main control CPU41 performs a loss variation process. In the loss variation process, the main control CPU41 determines a loss symbol to be derived in the first special game. The main control CPU41 also performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines the loss variation pattern. At this time, the main control CPU41 determines the loss variation pattern at a determination ratio that differs depending on the current first special reserved number. After that, the main control CPU41 ends the special symbol start process.

[0055] If the second special reserved number is greater than zero, the main control CPU41 performs processing to execute the second special game. The processing to execute the second special game is the processing to execute the first special game, with the "first special game" replaced with the "second special game" and the "first special reserved number" replaced with the "second special reserved number," so detailed explanations are omitted. In other words, the main control CPU41 performs subtraction of the second special reserved number, a jackpot lottery, and any of the variable processing based on the result of the jackpot lottery, and then ends the special symbol start processing.

[0056] The main control CPU41 outputs a variation start command and a special symbol command to the sub-control CPU51 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of identifying the variation pattern determined in each variation process and the start of a special game (performance game). The special symbol command is a control command capable of identifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0057] When the special symbol start process is completed, the main control CPU41 executes the first special game or the second special game by a process separate from the special symbol start process. That is, in the pachinko gaming machine 10 of the present embodiment, the main control CPU41 executes the following process when the start condition of the special game is met, thereby starting the pending special game.

[0058] Specifically, when the main control CPU41 executes the first special game, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main control CPU41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the main control CPU41 outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the special game (presentation game) to the sub-control CPU51.

[0059] On the other hand, when the main control CPU41 executes the second special game, it controls the second special symbol display section 13b to start the variable display of a predetermined symbol. The main control CPU41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41 controls the second special symbol display section 13b to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the main control CPU41 outputs a variable end command to the sub control CPU51.

[0060] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the main control CPU41 causes a jackpot symbol to be derived in a special game, the main control CPU41 executes the jackpot game process after the end of the jackpot special game. The main control CPU41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main control CPU41 awards the specified type of jackpot game.

[0061] First, the main control CPU41 outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-control CPU51. When the opening time has elapsed, the main control CPU41 performs a process for executing a round game. That is, the main control CPU41 controls the second solenoid SL2 using the specified opening control data for the big win game to open the big win opening 17. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main control CPU41 controls the second solenoid SL2 to close the big win opening 17, thereby ending the round game. The main control CPU41 repeats such a process for executing a round game until the upper limit number of round games set for the big win game is ended. The main control CPU41 outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of a round game to the sub-control CPU51 every time a round game is started. When the final round of play ends, the main control CPU41 outputs a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending command) to the sub-control CPU51. When the ending time has elapsed, the main control CPU41 ends the big win game. The main control CPU41 may be configured to output a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the sub-control CPU51.

[0062] Next, the process of transitioning the gaming state will be described. When the jackpot game ends, the main control CPU41 sets an operation flag in the main control RAM43 to control the time-shortening state. The main control CPU41 counts the number of times the special game is executed after the jackpot game ends by updating the value of the execution counter stored in the main control RAM43 every time a special game is started after the jackpot game based on the normal symbols ends. When a special game in which the number of times the special game is executed after the jackpot game ends reaches the operation number, the main control CPU41 erases the operation flag stored in the main control RAM43. That is, the main control CPU41 controls the time-shortening state when the special game that has been activated the number of times ends after the jackpot game based on the normal symbols ends. When the jackpot game starts and the operation flag is set, the main control CPU41 erases the operation flag. That is, the main control CPU41 controls the time-shortening state during the jackpot game. When the main control CPU41 transitions the game state, it generates a game state command capable of identifying the current game state and outputs the game state command to the sub-control CPU51.

[0063] Through such processing, in this embodiment, the main control CPU 41 functions as a state control means for controlling the state of the game. In addition to the above-mentioned processes, the main control CPU41 also performs the processes described below. For example, the main control CPU41 also performs processes related to normal symbols. In the processes related to normal symbols, the main control CPU41 performs processes such as inputting a detection signal from the gate sensor SE4, executing a normal lottery to determine whether or not a normal win has been achieved, and starting a normal symbol variation game.

[0064] Next, a description will be given of various processes executed by the sub-control CPU 51 of the sub-control board 50 based on the sub-control program. When a control signal is input from the main control CPU 41, the sub-control CPU 51 executes various processes in response to the control signal.

[0065] First, the effect symbol variation process for executing the effect game will be described. In the effect symbol variation process, when the sub-control CPU51 inputs a special symbol command, it determines a combination of effect symbols to be derived in the effect game based on the special symbol specified from the special symbol command. When the sub-control CPU51 specifies a jackpot symbol of a special symbol, it determines a symbol combination of a jackpot by the effect symbols. When the sub-control CPU51 specifies a losing symbol of a special symbol, it determines a combination of effect symbols to be derived in the effect game based on a variation pattern specified from the variation start command.

[0066] Furthermore, when the sub-control CPU51 inputs a fluctuation start command, it determines the effects to be executed during the execution of the special game based on the fluctuation pattern identified from the input fluctuation start command. In this embodiment, the determination ratio of the effects to be executed during the execution of the special game varies depending on the fluctuation pattern identified from the fluctuation start command. Then, the sub-control CPU51 controls the effect display device 12, the speaker Sp, and the decorative lamp La to execute the determined effect. In the following description, the effect display device 12, the speaker Sp, and the decorative lamp La may be collectively referred to as the "effect device group."

[0067] After that, the sub-control CPU51 ends the presentation game in response to the input of the variation end command, and controls the presentation display device 12 to derive a combination of presentation symbols. The sub-control CPU51 may start measuring the variation time in response to the input of the variation start command, and may end the presentation game in response to the passage of the variation time set for the variation pattern identified from the variation start command. In other words, the end of the presentation game may be controlled without outputting the variation end command from the main control board 40.

[0068] Next, the control regarding the big win game will be explained. When the sub-control CPU51 inputs an opening command, it controls the group of performance devices to execute an opening performance among the performances during a big win game. When the sub-control CPU51 inputs a round command, it controls the group of performance devices to execute a round performance among the performances during a big win game. When the sub-control CPU51 inputs an ending command, it controls the group of performance devices to execute an ending performance among the performances during a big win game.

[0069] Next, control relating to the standby state will be described. When the sub-control CPU 51 inputs the standby state command, it controls the performance device group to execute the performance during the standby state. In this embodiment, the performance mode of the performance during the standby state differs between when it is controlled to the non-time-saving state and when it is controlled to the time-saving state.

[0070] Next, the effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described. The pachinko gaming machine 10 of this embodiment is capable of executing an operation instruction presentation, an operation voice presentation, and a voice character presentation.

[0071] As shown in FIG. 4(a), in this embodiment, the operation instruction performance is a performance instructing the operation of the first performance button BT1. Specifically, in the operation instruction performance, an operation instruction image G10 instructing the operation of the first performance button BT1 is displayed on the performance display device 12. That is, the operation instruction performance is an example of a display performance. In this embodiment, the operation instruction image G10 is an image that imitates the first performance button BT1. In this embodiment, the operation instruction performance corresponds to a special performance.

[0072] As shown in FIG. 4(b), in this embodiment, the operation voice effect is an effect in which a specific sound is output from the speaker Sp when the first effect button BT1 is operated within a specific operation valid period. In other words, the operation voice effect is an example of a sound effect. In this embodiment, the specific sound is a sound by a specific character (hereinafter referred to as a character voice). In this embodiment, the operation voice effect corresponds to a specific effect. In this embodiment, the operation valid period is set to a specific time at the longest, but may end before the specific time has elapsed.

[0073] In addition, the voice character effect is an effect in which a character voice image G11 that resembles a character corresponding to the type of character voice output in the operation voice effect is displayed on the effect display device 12. That is, the voice character effect is an example of a display effect. In this embodiment, the voice character effect corresponds to a special effect.

[0074] As shown in FIG. 5, there are a plurality of types of character voices output in the operation voice production of this embodiment. In addition, in this embodiment, the type of character voice that can be output in the operation voice production differs depending on the current game state. In other words, in the operation voice production of this embodiment, one of the character voices that can be output depending on the current game state is output. For example, when in a non-time-saving state, nine types of character voices, namely, the first character voice A, the first character voice B, the first character voice C, the second character voice A, the second character voice B, the second character voice C, the third character voice A, the third character voice B, and the third character voice C, can be output in the operation voice production. In addition, when in a time-saving state, three types of character voices, namely, the first character voice D, the second character voice D, and the third character voice D, can be output in the operation voice production. In this way, in this embodiment, the operation voice production can be executed in different production modes when controlled to a non-time-saving state and when controlled to a time-saving state.

[0075] Next, the customization function installed in the pachinko gaming machine 10 of this embodiment will be described. As shown in FIG. 6, the customization function of this embodiment includes a volume adjustment function, a light amount adjustment function, a character selection function, and an auto button function.

[0076] First, the volume adjustment function will be described. The volume adjustment function is a function for adjusting the volume when the speaker Sp executes a sound effect. The pachinko game machine 10 of this embodiment is configured to be able to adjust the volume stage of the sound effect from 1 to 8, up to a total of eight stages, by adjusting the volume using the cross key BT3 (left key LB and right key RB) whether in a standby state, during execution of a variable game, or during execution of a winning game. In this embodiment, the volume adjustment function can also be understood as a performance that can gradually change the performance content of the sound effect over a plurality of stages. Specifically, the sub-control CPU 51 can change the current volume stage by updating the value of the volume flag stored in a predetermined storage area in the sub-control RAM 53. Then, the sub-control CPU 51 can control the execution of various sound effects based on the identified current volume stage. In this embodiment, the adjustment of the volume by the volume adjustment function corresponds to the first customization regarding the volume.

[0077] For example, when the sub-control CPU 51 receives a left operation signal indicating that the left key LB has been operated, it updates the value of the volume flag so as to adjust the current volume stage to a volume stage one step lower. At this time, if the current volume stage is the minimum stage (volume stage 1), the sub-control CPU 51 does not update the value of the volume flag. Also, when the sub-control CPU 51 receives a right operation signal indicating that the right key RB has been operated, it updates the value of the volume flag so as to adjust the current volume stage to a volume stage one step higher. At this time, if the current volume stage is the maximum stage (volume stage 8), the sub-control CPU 51 does not update the value of the volume flag. Thus, in this embodiment, the sub-control CPU 51 is capable of controlling the adjustment of the volume in the sound production based on the operation of the cross key BT3.

[0078] In this embodiment, the number of adjustable volume levels is the same in the non-time-saving state and in the time-saving state. That is, in this embodiment, the content that can be adjusted by the volume adjustment function is the same whether it is controlled in the non-time-saving state or in the time-saving state.

[0079] Next, the light amount adjustment function will be described. The light amount adjustment function is a function for adjusting the light amount when the decorative lamp La executes the light-emitting performance. The pachinko game machine 10 of this embodiment is configured to be able to adjust the light amount stage of the light-emitting performance from 1 to 5, up to a total of five stages, by adjusting the light amount using the cross key BT3 (up key UB and down key DB) whether in a standby state, during the execution of a variable game, or during the execution of a winning game. In this embodiment, the light amount adjustment function can be understood as a performance that can gradually change the performance content of the light-emitting performance over a plurality of stages. Specifically, the sub-control CPU 51 can change the current light amount stage by updating the value of the light amount flag stored in a predetermined storage area in the sub-control RAM 53. Then, the sub-control CPU 51 can control the execution of various light-emitting performances based on the specified current light amount stage.

[0080] For example, when the sub-control CPU51 receives a down operation signal indicating that the down key DB has been operated, it updates the value of the light intensity flag so as to adjust the current light intensity stage to a light intensity stage one step lower. At this time, if the current light intensity stage is the minimum stage (light intensity stage 1), the sub-control CPU51 does not update the value of the light intensity flag. Also, when the sub-control CPU51 receives an up operation signal indicating that the up key UB has been operated, it updates the value of the light intensity flag so as to adjust the current light intensity stage to a light intensity stage one step higher. At this time, if the current light intensity stage is the maximum stage (light intensity stage 5), the sub-control CPU51 does not update the value of the light intensity flag. Thus, in this embodiment, the sub-control CPU51 is capable of controlling the adjustment of the light intensity in the light emission performance based on the operation of the cross key BT3.

[0081] In this embodiment, the number of adjustable light intensity steps is the same in the non-time-saving state and in the time-saving state. That is, in this embodiment, the content that can be adjusted by the light intensity adjustment function is the same whether it is controlled to the non-time-saving state or the time-saving state.

[0082] Next, the character selection function will be described. The character selection function is a function that changes the presentation mode of various presentations according to the selected character. When the pachinko game machine 10 of this embodiment is controlled to a non-time-saving state, in a standby state, a character can be selected from the first character, the second character, and the third character by a character selection operation using the first presentation button BT1. Specifically, the sub-control CPU 51 can select a character by updating the value of a character flag stored in a predetermined storage area in the sub-control RAM 53. On the other hand, the pachinko game machine 10 of this embodiment is configured such that when in a time-saving state and when a variable game or a winning game is being executed, it is not possible to select a character by operating the first presentation button BT1.

[0083] For example, when the sub-control CPU51 receives an operation signal indicating that the first performance button BT1 has been operated during standby, it updates the value of the character flag to change the selected character. At this time, the sub-control CPU51 updates the value of the character flag in the following order each time the first performance button BT1 is operated: first character → second character → third character → first character... In this way, in this embodiment, the sub-control CPU51 is capable of controlling the selection of a character based on the operation of the first performance button BT1.

[0084] The sub-control CPU51 can control the execution of various effects in an effect mode according to the selected character. For example, when the sub-control CPU51 executes an operation voice effect during a non-time-saving state, it determines the type of character voice to be output according to the selected character. In this embodiment, when the sub-control CPU51 executes an operation voice effect during a time-saving state, it determines the type of character voice to be output regardless of the selected character.

[0085] Also, as shown in FIG. 4(a) and FIG. 4(b), in this embodiment, the performance display device 12 can display a selected character image G20 indicating a selected character during a non-time-saving state. In this embodiment, when the performance display device 12 is controlled to a non-time-saving state, it can display the selected character image G20 during a standby state or during execution of a variable game. In particular, in this embodiment, when the performance display device 12 is controlled to a non-time-saving state, the selected character image G20 is displayed throughout the entire standby state. That is, in this embodiment, the selected character image G20 is continuously displayed during a period during which a character can be selected. In this embodiment, the selected character image G20 corresponds to customization information regarding customization.

[0086] For example, when a first character is selected, the sub-control CPU 51 controls the performance display device 12 to display a selected character image G20 representing the first character. Similarly, when a second character is selected, the sub-control CPU 51 controls the performance display device 12 to display a selected character image G20 representing the second character, and when a third character is selected, the sub-control CPU 51 controls the performance display device 12 to display a selected character image G20 representing the third character.

[0087] Next, the auto button function will be described. As shown in FIG. 6, the auto button function is a function that assists the player in operating the effect buttons required in various effects. In particular, in this embodiment, the auto button function is a function that executes an operation voice effect by assuming that the first effect button BT1 has been operated. The auto button function of this embodiment can be set when the auto button switch SW is in the ON state, while it cannot be set when the auto button switch SW is in the OFF state. And in this embodiment, when the auto button switch SW is in the ON state, during the standby state or during the execution of the variable game, the auto button function can be set by updating the value of the auto button flag stored in a predetermined storage area in the sub-control RAM 53 by a setting operation using the second effect button BT2. On the other hand, in this embodiment, even if the auto button switch SW is in the ON state, during the execution of the winning game, the auto button function cannot be set by operating the second effect button BT2. Thus, in this embodiment, the sub-control CPU 51 can set the auto button function by operating the auto button switch SW and the second effect button BT2. In this embodiment, the auto button function among the items that can be customized corresponds to a specific item. In addition, in this embodiment, the setting of the auto button function corresponds to a second customization regarding an item other than the volume.

[0088] As shown in FIG. 7, the auto button function of this embodiment is set to one of "none", "auto standard", and "auto delay". "None" is a state in which the auto button function is not activated, in other words, a state in which the auto button function is not set. In the following description, the auto button function being set to "none" may be referred to as being deactivated. "Auto standard" is a state in which the auto button function is activated, and the first effect button BT1 is considered to have been operated at a timing when a predetermined time (e.g., 1 second) shorter than a specific time has elapsed since the operation valid period started. "Auto delay" is a state in which the auto button function is activated, and the first effect button BT1 is considered to have been operated at a timing before a predetermined time (e.g., 1 second) when a specific time has elapsed since the operation valid period was set. The pachinko game machine 10 of this embodiment is set to one of the states of "none", "auto standard", and "auto delay" when in a non-time-saving state. On the other hand, the pachinko game machine 10 of this embodiment is set to either the "none" or "auto standard" state when in the time-saving state, and is not set to the "auto delay" state.

[0089] For example, when the sub-control CPU51 receives an operation signal indicating that the second effect button BT2 has been operated during the non-time-saving state, it updates the value of the auto button flag so as to change the setting related to the auto button function. At this time, the sub-control CPU51 updates the value of the auto button flag in the order of "none" → "auto standard" → "auto delay" → "none" . . . each time the second effect button BT2 is operated. On the other hand, when the sub-control CPU51 receives an operation signal indicating that the second effect button BT2 has been operated during the time-saving state, it updates the value of the auto button flag in the order of "none" → "auto standard" → "none" . . . each time the second effect button BT2 is operated. Note that, when the sub-control CPU51 is controlled to the time-saving state while being set to "auto delay" during the non-time-saving state, it treats it as being set to "auto standard" during the time-saving state. In other words, the sub-control CPU51 treats it as being set to "auto standard" even when it is set to "auto delay" during the time-saving state. For this reason, when the sub-control CPU 51 is set to "auto delay" during the time-saving state, it assists in the operation of the effect button in the same manner as when it is set to "auto standard." Also, when the sub-control CPU 51 is set to "auto delay" during the time-saving state, it updates the value of the auto button flag from "none" to a identifiable value when the second effect button BT2 is operated.

[0090] In this way, in the pachinko gaming machine 10 of this embodiment, the contents that can be set for the auto button function are different when it is controlled to the non-time-saving state and when it is controlled to the time-saving state. As described above, the auto button function assists the player in operating the effect button required for various effects including the operation voice effect. Therefore, in the pachinko gaming machine 10 of this embodiment, it can be said that the contents that can be customized for the operation voice effect are different when it is controlled to the non-time-saving state and when it is controlled to the time-saving state.

[0091] In this embodiment, the sub-control CPU 51 executes various controls related to the customization function, thereby realizing a function as a customization means capable of customizing the presentation.

[0092] Also, as shown in FIG. 4(a) and FIG. 4(b), in this embodiment, the performance display device 12 can display an auto button setting image G30 indicating the setting contents of the auto button function. In this embodiment, the performance display device 12 can display the auto button setting image G30 during the standby state and while the variable game is being executed. In particular, in this embodiment, the performance display device 12 displays the auto button setting image G30 throughout the entire period during the standby state and while the variable game is being executed. That is, in this embodiment, the auto button setting image G30 is continuously displayed during the period during which settings related to the auto button function are possible. In this embodiment, the auto button setting image G30 corresponds to customization information related to customization.

[0093] For example, when the state of the auto button function is set to "none", the sub-control CPU51 controls the performance display device 12 to display the auto button setting image G30 indicating that the auto button function is not set. Also, when the state of the auto button function is set to "auto standard", the sub-control CPU51 controls the performance display device 12 to display the auto button setting image G30 indicating that the state is set to "auto standard". Furthermore, when the state of the auto button function is set to "auto delay", the sub-control CPU51 controls the performance display device 12 to display the auto button setting image G30 indicating that the state is set to "auto delay". As described above, during the time-saving state, the sub-control CPU51 treats the state as being set to "auto standard" even if it is set to "auto delay". For this reason, when the state of the auto button function is set to "auto delay" during the time-saving state, the sub-control CPU51 controls the performance display device 12 to display the auto button setting image G30 indicating that the state is set to "auto standard".

[0094] Here, the control of the sub-control CPU 51 for executing various performances will be described. When the sub-control CPU51 inputs a variable game designation command, it determines whether or not to execute various effects during the execution of the variable game based on the variation pattern specified from the variable game designation command. For example, the sub-control CPU51 determines whether or not to execute an operation voice effect. At this time, whether or not to execute various effects may be predetermined for each type of variation pattern, or may be determined by a predetermined lottery. When determining whether or not to execute various effects by a predetermined lottery, it is preferable that the winning probability of the predetermined lottery is different for each type of variation pattern.

[0095] Then, the sub-control CPU51 controls various kinds of effects that have been determined to be executed so that they are executed during the execution of the variable game. For example, when the sub-control CPU51 determines the execution of an operation voice effect, it determines the type of character voice to be output in the operation voice effect. At this time, the sub-control CPU51 determines different types of character voices depending on the current game state. Also, when the sub-control CPU51 is controlled to a non-time-saving state, it determines different types of character voices depending on the type of character selected by the character selection function. Also, at this time, the sub-control CPU51 may suggest the expectation of a jackpot pattern being derived in the variable game in which the operation voice effect is executed (hereinafter, referred to as the jackpot expectation) depending on the type of character voice output in the operation voice effect by determining the character voice at a different determination ratio for each type of variation pattern.

[0096] In addition, when the sub-control CPU51 decides to execute the operation voice performance, it controls to set an operation effective period during which the operation of the first performance button BT1 is effective at a predetermined timing during the execution of the variable game. At this time, the sub-control CPU51 controls to execute an operation instruction performance in accordance with the setting of the operation effective period. After that, the sub-control CPU51 controls to end the operation effective period and the operation instruction performance and execute an operation voice performance in response to the operation of the first performance button BT1 during the operation effective period. At this time, the sub-control CPU51 controls to output a character voice at a volume based on the volume stage adjusted by the volume adjustment function in the operation voice performance. In addition, the sub-control CPU51 controls to execute a voice character performance in accordance with the execution of the operation voice performance.

[0097] Furthermore, when the auto button function is set, the sub-control CPU51 performs control so that even if the first effect button BT1 is not operated, the sub-control CPU51 assumes that the first effect button BT1 has been operated at a predetermined timing and executes operation voice effect and voice character effect. Specifically, when the sub-control CPU51 is controlled to a non-time-saving state and the auto button function is set to "auto standard", the sub-control CPU51 performs various controls by assuming that the first effect button BT1 has been operated at a timing when a predetermined time (for example, 1 second) has elapsed since the operation effective period started. That is, the sub-control CPU51 controls so that the operation effective period ends, the operation instruction effect ends, and the operation voice effect and voice character effect are executed at a timing when a predetermined time has elapsed since the operation effective period started. Also, when the sub-control CPU51 is controlled to a non-time-saving state and the auto button function is set to "auto delay", the sub-control CPU51 performs various controls by assuming that the first effect button BT1 has been operated at a timing before a predetermined time (for example, 1 second) has elapsed since the operation effective period was set. In other words, the sub-control CPU 51 controls the operation valid period to end at a predetermined time before a specific time has elapsed since the operation valid period was set, ends the operation instruction presentation, and executes the operation voice presentation and voice character presentation.

[0098] On the other hand, when the sub-control CPU51 is controlled to the time-saving state and the auto button function is set, regardless of whether "auto standard" or "auto delay" is set, it regards the first effect button BT1 as having been operated at the timing when a predetermined time (e.g., 1 second) has elapsed since the start of the operation valid period, and performs various controls. That is, the sub-control CPU51 controls so that the operation valid period ends, the operation instruction effect ends, and the operation voice effect and the voice character effect are executed at the timing when a predetermined time has elapsed since the start of the operation valid period.

[0099] Then, when a predetermined time has elapsed since the start of the operation voice production, the sub-control CPU 51 controls the operation voice production and the voice character production to end. In addition, when the auto button function is not set, if a specific time has elapsed since the setting of the effective operation period without the first performance button BT1 being operated, the sub-control CPU 51 controls the operation effective period to end and the operation instruction performance to end without executing the operation voice performance and the voice character performance.

[0100] Through such control, the sub-control CPU 51 can control the execution of each of the operation instruction effects, operation voice effects, and voice character effects. Below, a specific example of the flow of a game regarding the operation voice presentation will be described together with the control of the sub-control CPU 51.

[0101] In the example of FIG. 8(a), the game is controlled to a non-time-saving state, and the auto button function is not set. In this case, the sub-control CPU51 determines whether or not to execute various effects during the execution of the variation game in response to the input of a variation pattern designation command (time t0). Then, when it is determined that an operation voice effect is to be executed, the sub-control CPU51 sets an operation valid period at a predetermined timing during the execution of the variation game (time t1). In addition, the sub-control CPU51 controls the game so that an operation instruction effect is executed in accordance with the setting of the operation valid period.

[0102] After that, when a predetermined time has elapsed without the first effect button BT1 being operated, the sub-control CPU 51 performs control so as to end the operation valid period without executing the operation voice effect (time t2). At this time, the sub-control CPU 51 also performs control so as to end the operation instruction effect with the end of the operation valid period.

[0103] In this way, when the sub-control CPU 51 decides to execute an operation voice effect in response to input of a variation pattern designation command and the auto button function is not set, if the first effect button BT1 is not operated within the valid operation period, the sub-control CPU 51 will not execute the operation voice effect and the voice character effect.

[0104] Although not shown, when the time-saving state is controlled and the auto button function is not set, if the first performance button BT1 is not operated within the valid operation period, the sub-control CPU 51 performs various controls in a manner similar to the example in Figure 8(a).

[0105] In the example of Fig. 8(b), similarly to the example of Fig. 8(a), the game is controlled to a non-time-saving state, and the auto button function is not set (time t10). In this case, when the sub-control CPU51 determines to execute the operation voice performance in response to the input of the variation pattern designation command, it sets the operation valid period at a predetermined timing during the execution of the variation game, and controls to start the operation instruction performance (time t11).

[0106] In this example, it is assumed that after the operation valid period is set, the first effect button BT1 is operated at a predetermined timing (time t12). In this case, the sub-control CPU51 controls to end the operation valid period and the operation instruction effect, and executes the operation voice effect and the voice character effect. After that, the sub-control CPU51 controls to end the operation voice effect and the voice character effect when a predetermined time has elapsed (time t13).

[0107] In this way, when the sub-control CPU51 determines to execute the operation voice effect in response to the input of the variation pattern designation command and the auto button function is not set, the operation voice effect and the voice character effect are executed in response to the operation of the first effect button BT1 within the operation valid period. In particular, in this case, the timing at which the operation voice effect and the voice character effect are executed varies depending on the timing at which the first effect button BT1 is operated.

[0108] Although not shown in the figure, when the time-saving state is controlled and the auto button function is not set, the sub-control CPU 51 also performs various controls in a manner similar to the example in Figure 8 (b) when the first performance button BT1 is operated within the valid operation period.

[0109] In the example of Fig. 9(a), the game is controlled to the non-time-saving state, and the auto button function is set to "auto standard" (time t20). In this case, when the sub-control CPU51 determines to execute the operation voice performance in response to the input of the variation pattern designation command, it sets the operation valid period at a predetermined timing during the execution of the variation game, and controls to start the operation instruction performance (time t21).

[0110] In this example, since "auto standard" is set as the auto button function, the sub-control CPU 51 ends the operation valid period and the operation instruction presentation when a predetermined time has elapsed since the operation valid period was set, and controls to execute the operation voice presentation and the voice character presentation (time t22). After that, the sub-control CPU 51 controls to end the operation voice presentation and the voice character presentation when the predetermined time has elapsed (time t23).

[0111] In the example of Fig. 9(b), the game is controlled to a non-time-saving state, and "auto-delay" is set as the auto button function (time t30). In this case, when the sub-control CPU51 determines to execute the operation voice performance and the voice character performance in response to the input of the variation pattern designation command, it sets the operation effective period at a predetermined timing during the execution of the variation game, and controls to start the operation instruction performance (time t31).

[0112] In this example, since "auto delay" is set as the auto button function, the sub-control CPU 51 ends the operation valid period at a timing a predetermined time before the end of the operation valid period, ends the operation instruction presentation, and controls to execute the operation voice presentation and the voice character presentation (time t32). After that, the sub-control CPU 51 controls to end the operation voice presentation and the voice character presentation when the predetermined time has elapsed (time t33).

[0113] In this way, in the pachinko game machine 10 of this embodiment, when an operation voice effect is executed during a non-time-saving state, the timing of executing the operation voice effect can be varied depending on whether "auto standard" or "auto delay" is set as the auto button function.

[0114] Although not shown, when the time-saving state is controlled and the auto button function is set, the sub-control CPU 51 executes various controls in the same manner as the example in Figure 9(a) regardless of whether "auto standard" or "auto delay" is set.

[0115] In the example of FIG. 10, the game is controlled to a non-time-saving state, and the auto button function is not set at the start of the variable game (time t40), and the auto button function is set when the second effect button BT2 is operated before the setting of the operation effective period during the execution of the variable game (time t41). In this example, it is assumed that the "auto standard" is set as the auto button function. In this case, when the sub-control CPU51 determines to execute the operation voice effect in response to the input of the variable pattern designation command, it sets the operation effective period at a predetermined timing during the execution of the variable game and controls to start the operation instruction effect (time t42). Then, the sub-control CPU51 controls to end the operation effective period and the operation instruction effect at a timing when a predetermined time has elapsed since the operation effective period was set, and controls to execute the operation voice effect and the voice character effect (time t43). After that, the sub-control CPU51 controls to end the operation voice effect and the voice character effect when a predetermined time has elapsed (time t44).

[0116] Also, although not shown, when the game is controlled to a non-time-saving state and the auto button function is set at the start of the variable game, if the auto button function is released before the operation valid period is set during the execution of the variable game, the sub-control CPU51 performs various controls in the same manner as the examples shown in Figures 8(a) and 8(b). That is, when the first effect button BT1 is operated within the operation valid period, the sub-control CPU51 executes the operation voice effect and the voice character effect, but when the operation valid period ends without the first effect button BT1 being operated, the sub-control CPU51 does not execute the operation voice effect and the voice character effect.

[0117] Furthermore, although not shown, even when the game is controlled in the time-saving state and the settings regarding the auto button function are changed before the effective operation period during the execution of the variable game is set, the sub-control CPU 51 performs various controls in the same manner as when the game is controlled in the non-time-saving state.

[0118] In this way, in the pachinko game machine 10 of this embodiment, when a variable game in which an operation voice presentation is executed is being played, and the setting related to the auto button function is changed by operating the second presentation button BT2 before the operation valid period is set, control related to the operation voice presentation is performed based on the changed setting.

[0119] The effects of the first embodiment will be described. (1-1) Regarding the operation voice production that can output different character voices in the non-time-saving state and the time-saving state, by further making the settings that can be made for the auto button function different between the non-time-saving state and the time-saving state, it is possible to prevent the player from getting bored, thereby increasing the player's interest in the game.

[0120] (1-2) The selected character image G20 and the auto button setting image G30 are displayed on the performance display device 12, which is a performance execution means separate from the speaker Sp through which the operation voice performance is performed, making it easier to recognize the settings related to the auto button function.

[0121] (1-3) In particular, the selected character image G20 and the auto button setting image G30 are continuously displayed during the period during which each of them can be customized. Therefore, in this embodiment, it is possible to easily recognize the contents customized by the customization function.

[0122] (1-4) Since the settings for the auto button function can be changed by operating the second effect button BT2 while the variable game is being played, the convenience of setting the auto button function can be improved.

[0123] (1-5) By making it possible to adjust the volume of the operation voice effects whether in the non-time-saving state or the time-saving state, it is possible to easily execute the operation voice effects at the volume desired by the player, while by making the settings available for the auto button function different between the non-time-saving state and the time-saving state, it is possible to prevent the player from becoming bored.

[0124] (1-6) The operation instruction performance and voice character performance executed in conjunction with the operation voice performance are executed by the performance display device 12, which is a performance execution means different from the speaker Sp that executes the operation voice performance, so that even if the player is not paying attention to the sound output from the speaker Sp, it is possible to prevent the player from not noticing the operation voice performance.

[0125] Second embodiment Next, a pachinko game machine according to a second embodiment will be described. In the following description, the same configurations and the same controls as those in the already described embodiment will be denoted by the same reference numerals, and the duplicated description will be omitted or simplified.

[0126] As shown in FIG. 11, the pachinko game machine 10 of the second embodiment can control not to execute the operation instruction presentation during the operation effective period when the operation effective period is set during the non-time-shortening state. Specifically, when the sub-control CPU51 decides to execute the operation voice presentation during the non-time-shortening state, it decides whether or not to execute the operation instruction presentation during the operation effective period by a predetermined lottery (time t50). Then, when it is decided not to execute the operation instruction presentation, the sub-control CPU51 sets the operation effective period during the execution of the variable game, while controlling not to execute the operation instruction presentation (time t51). After that, the sub-control CPU51 ends the operation effective period and controls to execute the operation voice presentation when the first presentation button BT1 is operated or when the auto button function is set and the first presentation button BT1 is deemed to be operated at a predetermined timing (time t52). Then, the sub-control CPU51 controls to end the operation voice presentation when a predetermined time has passed (time t53).

[0127] On the other hand, when it is decided to execute the operation instruction performance, the operation effective period is set during the execution of the variable game, and the operation instruction performance is controlled to be executed during the operation effective period, in the same manner as the example of the first embodiment. According to this, when the operation voice performance is executed during the non-time-saving state, there are cases where it is executed with the operation instruction performance and cases where it is executed without the operation instruction performance.

[0128] In addition, although not shown, the pachinko game machine 10 of the second embodiment can control not to execute a voice character performance accompanying the execution of the operation voice performance when the operation voice performance is executed during the non-time-saving state. Specifically, when the sub-control CPU51 decides to execute the operation voice performance during the non-time-saving state, it decides whether or not to execute the voice character performance accompanying the execution of the operation voice performance by a predetermined lottery. Then, when it is decided not to execute the voice character performance, the sub-control CPU51 controls not to execute the voice character performance when executing the operation voice performance. On the other hand, when it is decided to execute the voice character performance, it controls to execute the voice character performance accompanying the execution of the operation voice performance in the same manner as the example of the first embodiment. According to this, when the operation voice performance is executed during the non-time-saving state, there are cases where it is executed with the voice character performance and cases where it is executed without the voice character performance.

[0129] The effects of the second embodiment will be described. (2-1) The operation voice performance may be performed with or without an operation instruction performance, so that the mode of performance when the operation voice performance is performed can be diversified to make the game more enjoyable. Also, the operation voice performance may be performed with or without a voice character performance, so that the mode of performance when the operation voice performance is performed can be diversified to make the game more enjoyable.

[0130] (2-2) When an operation voice performance is executed without an operation instruction performance, the fact that an operation valid period has been set is not notified by the operation instruction performance, which increases the sense of surprise when the operation voice performance is executed.

[0131] The above-described embodiments can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that they are not technically inconsistent.

[0132] In the second embodiment, when an operation voice performance is executed during the time-saving state, it may be executed with or without an operation instruction performance. Also, when an operation voice performance is executed during the time-saving state, it may be executed with or without a voice character performance.

[0133] In the second embodiment, when the operation voice performance is executed with the operation instruction performance and when the operation voice performance is executed without the operation instruction performance, different expectations may be suggested as the jackpot expectation in the running variation game. Also, when the operation voice performance is executed with the voice character performance and when the operation voice performance is executed without the voice character performance, different expectations may be suggested as the jackpot expectation in the running variation game.

[0134] In the second embodiment, if an operation instruction performance is not executed during the operation valid period, even if the auto button function is set, the first performance button BT1 may not be considered to have been operated. In other words, if the auto button function is set, the sub-control CPU51 may execute an operation voice performance by considering the first performance button BT1 to have been operated at a predetermined timing when an operation instruction performance is executed during the operation valid period, but may not execute an operation voice performance when an operation instruction performance is not executed during the operation valid period.

[0135] In each embodiment, the type of image that can be displayed as customization information related to customization may be changed as appropriate. For example, the performance display device 12 may be capable of displaying a volume image as volume information that can specify the volume, or a light quantity image as light quantity information that can specify the light quantity.

[0136] In each embodiment, the period during which the customization information is displayed may be changed as appropriate. For example, the selected character image G20 may not be displayed even during a period during which a character can be selected, or may be displayed even during a period during which a character cannot be selected. Also, the auto button setting image G30 may not be displayed even during a period during which settings related to the auto button function are possible, or may be displayed even during a period during which settings related to the auto button function are impossible.

[0137] Each embodiment may be embodied in a gaming machine in which customization information regarding customization is not displayed. In each embodiment, the contents that can be set as the volume adjustment function, the light adjustment function, and the character selection function may be changed as appropriate. For example, the contents that can be set for the volume adjustment function and the light adjustment function may differ depending on the current game state. Also, the contents that can be set for the character selection function may be the same regardless of the current game state.

[0138] In each embodiment, the timing at which the settings for the volume adjustment function, light intensity adjustment function, and character selection function can be made may be changed as appropriate. Each embodiment may be embodied in a gaming machine having a volume setting switch that sets a reference volume stage when the volume is not changed by the volume adjustment function. In this case, the sub-control CPU 51 may adjust the volume by changing the volume stage based on the volume stage set by the volume setting switch. That is, in each embodiment, the volume may be adjusted by a combination of the operation of the volume setting switch and the operation of the cross key BT3. Similarly, each embodiment may be embodied in a gaming machine having a light intensity setting switch that sets a reference light intensity stage when the light intensity is not changed by the light intensity adjustment function.

[0139] In each embodiment, the contents that can be set as the auto button function may be changed as appropriate. For example, the contents that can be set as the auto button function may be only two, "ON" and "OFF." In addition, in each embodiment, the contents that can be set as the auto button function may be the same regardless of the current game state.

[0140] In each embodiment, the sub-control CPU 51 may vary whether or not the setting related to the auto button function is possible depending on the current game state, thereby varying the customizable contents for each game state. For example, the sub-control CPU 51 may allow the setting related to the auto button function during the non-time-saving state, while disallowing the setting related to the auto button function during the time-saving state.

[0141] In each embodiment, the timing at which the auto button function can be set may be changed as appropriate. For example, the auto button function may be disabled during a variable game. Also, the auto button function may be enabled even during a winning game.

[0142] In each embodiment, when the auto button function is set, the timing at which the first effect button BT1 is deemed to have been operated may be changed as appropriate. For example, the first effect button BT1 may be deemed to have been operated at the start of the valid operation period, or may be deemed to have been operated when a specific time has elapsed since the start of the valid operation period.

[0143] In each embodiment, when the first performance button BT1 is operated while the auto button function is set, the auto button function may be cancelled. In this case, when the first performance button BT1 is operated during the operation valid period while the auto button function is set, the auto button function may be cancelled, whereas when the first performance button BT1 is operated outside the operation valid period while the auto button function is set, the auto button function may not be cancelled. Also, when the first performance button BT1 is operated while the auto button function is set, the auto button function may be cancelled regardless of whether or not it is during the operation valid period.

[0144] In each embodiment, the sub-control CPU 51 may control to cancel the auto button function when the auto button switch SW is operated to the OFF state while the auto button function is set. Also, in each embodiment, the sub-control CPU 51 may control to set the auto button function when the auto button switch SW is operated to the ON state while the auto button function is not set.

[0145] In each embodiment, the function of the auto button switch SW may be shared with the function of another operating means. For example, when the game machine is embodied in a volume setting switch that sets the reference volume when the volume is not changed by the volume change function, the auto button switch SW may be shared with the volume setting switch.

[0146] Each embodiment may be embodied in a gaming machine that does not have an auto button switch SW. That is, the sub-control CPU 51 may be capable of setting the auto button function in response to the operation of the second performance button BT2, regardless of the operation mode of the switch on the back of the machine.

[0147] In each embodiment, the items that can be customized by the customization function may be changed as appropriate. The pachinko gaming machine 10 may have a function that can customize items other than the volume adjustment function, the light adjustment function, the character selection function, and the auto button function. For example, the pachinko gaming machine 10 may have a music change function that changes background music output during play. In this case, the type of music that can be changed by the music change function may be different when the game is controlled to a non-time-saving state and when the game is controlled to a time-saving state. In addition, the pachinko gaming machine 10 may vary whether or not the music can be changed by the music change function depending on the current game state. For example, the pachinko gaming machine 10 may make it impossible to change by the music change function during a non-time-saving state, while making it possible to change by the music change function during a time-saving state, thereby making the customizable content different for each game state. In this case, the output of the background music corresponds to a specific performance. In addition, in this case, the change of the background music to be output corresponds to the customization of a specific item among the customizations for the specific performances, and corresponds to a second customization different from the volume. In addition, when the present invention is embodied in a gaming machine having a music change function, the presentation mode when outputting background music may be different between the non-time-saving state and the time-saving state. For example, the type of music output as background music may be different between the non-time-saving state and the time-saving state. In one of the non-time-saving state and the time-saving state, text information indicating the lyrics of the music may be displayed on the presentation display device 12 along with the output of the background music, and in the other state, the text information indicating the lyrics of the music may not be displayed on the presentation display device 12. In this case, the display of the text information indicating the lyrics of the music corresponds to a special presentation.

[0148] In each embodiment, the operation voice presentation may be executed without accompanying the operation instruction presentation. That is, each embodiment may be embodied in a gaming machine in which the operation instruction presentation is not executed. Also, in each embodiment, the operation voice presentation may be executed without accompanying the voice character presentation. That is, each embodiment may be embodied in a gaming machine in which the voice character presentation is not executed.

[0149] In each embodiment, the operation voice rendition may be performed in conjunction with other voice renditions. In each embodiment, the content of the operation voice performance may be changed as appropriate. For example, the type of character voice that can be output in the operation voice performance may be changed as appropriate. In addition, the type of character voice that can be output in the operation voice performance may be the same regardless of the current game state.

[0150] In each embodiment, when the pachinko gaming machine 10 is powered on, the customization function may be restricted for a predetermined period of time after the power is turned on. In this case, whether or not the customization is restricted may be varied depending on the type of item that can be customized by the customization function. For example, the character selection function and the auto button function may be restricted from changing the settings for a predetermined period of time after the power is turned on, while the volume adjustment function and the light intensity adjustment function may be controlled so that the settings can be changed even within the predetermined period of time after the power is turned on. In addition, when the customization function is embodied in a gaming machine equipped with a music change function that changes background music output during play, the music change function may be restricted from changing the settings for a predetermined period of time after the power is turned on, or may be controlled so that the settings can be changed even within the predetermined period of time after the power is turned on.

[0151] The present invention may be embodied in a gaming machine having a power-saving state that saves the power required for the operation of the pachinko gaming machine 10. For example, in the power-saving state, some or all of the presentation modes in the standby state may be different from those in the non-power-saving state. That is, the setting of the power-saving state is an example of customization regarding the presentation in the standby state. In this case, the sub-control CPU 51 may determine whether or not to control the gaming machine to the power-saving state depending on whether or not a predetermined operation means arranged on the back side of the machine is operated in a predetermined manner when the power is turned on. In other words, the pachinko gaming machine 10 may be started in the power-saving state in some cases and in other cases, not in the power-saving state in other cases. In addition, the sub-control CPU 51 may be able to change whether or not to control the gaming machine to the power-saving state by operating a predetermined operation means arranged on the front side of the machine. In this case, the sub-control CPU 51 may be controlled so that when the sub-control CPU 51 is controlled in the non-time-saving state, the setting regarding the power-saving state can be changed by operating the predetermined operation means, whereas when the sub-control CPU 51 is controlled in the time-saving state, the setting regarding the power-saving state cannot be changed by operating the predetermined operation means. That is, in this example, the contents that can be customized regarding the power-saving state may be different when the device is controlled to the non-time-saving state and when the device is controlled to the time-saving state. In this example, the presentation during the standby state corresponds to a specific presentation. In this example, the settings regarding the power-saving state can be understood as an example of customization regarding the presentation during the standby state.

[0152] The present invention may be embodied in a pachinko gaming machine 10 having two or more types of probability states as probability states that determine the probability of winning the jackpot lottery. In other words, the present invention may be embodied in a pachinko gaming machine 10 having a probability fluctuation function. In this case, various controls may be performed so that a plurality of probability states with different probabilities of winning the jackpot lottery correspond to a first state and a second state. For example, the sub-control CPU 51 may control so that the presentation mode of the operation voice presentation is different when the sub-control CPU 51 is controlled to the first probability state and when the sub-control CPU 51 is controlled to the second probability state in which the probability of winning the jackpot lottery is higher than the first probability state, or may control so that the contents that can be set as the auto button function are different.

[0153] The present invention may be embodied in a pachinko gaming machine 10 that has two or more types of time-saving states as the time-saving state of the pachinko gaming machine 10. Also, the present invention may be embodied in a pachinko gaming machine 10 that does not have a time-saving state. In other words, the present invention may be embodied in a pachinko gaming machine 10 that does not have a function for shortening the average fluctuation time of a special game.

[0154] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker Sp, and a lamp control board that specializes in controlling the decorative lamp La may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 51 may be composed of multiple CPUs mounted on a single board.

[0155] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41 may be composed of multiple CPUs mounted on a single board.

[0156] The first special game and the second special game may be played according to the order in which the game balls enter the start winning holes 14, 15, or may be played simultaneously in parallel. The second special game may be omitted.

[0157] The present invention may be embodied in a pachinko gaming machine 10 that does not execute a special effect game. In this case, it is preferable to display a special symbol on the effect display device 12. In this embodiment, the gaming machine is a pachinko gaming machine, but is not limited to this and may be configured as a slot machine.

[0158] The technical ideas that can be understood from this embodiment and its modifications will be described. (Note 1) A gaming machine capable of executing a variable game by varying symbols and capable of executing various effects, comprising: a state control means for controlling a game state; an effect execution means for executing effects; an effect control means for controlling the effect execution means; and a customization means for customizing the effects, wherein the state control means is capable of controlling the state to any one of a plurality of states including a first state and a second state, the effect execution means includes a display effect means capable of displaying an image and a non-display effect means different from the display effect means, wherein the display effect means is capable of displaying customization information related to customization by the customization means, and the non-display effect means is capable of executing a specific effect, wherein the specific effect is an effect that can be executed in a different presentation manner when the gaming machine is controlled to the first state and when the gaming machine is controlled to the second state, and wherein the content that can be customized by the customization means for the specific effect differs between when the gaming machine is controlled to the first state and when the gaming machine is controlled to the second state.

[0159] (Appendix 2) A gaming machine as described in Appendix 1, comprising a first operating means operable by a player and a second operating means in which operation by the player is restricted, wherein the customization of the specific performance includes customization of specific items, and the customization means allows customization of the specific items by operation of the first operating means and the second operating means, and wherein customization of the specific items is possible even while the variable game is being played.

[0160] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, wherein when the specific effect is executed during the first state, the specific effect is sometimes executed accompanied by a special effect different from the specific effect, and sometimes executed without the special effect, and the special effect is an effect executed by an effect execution means different from the effect execution means that executes the specific effect.

[0161] (Supplementary Note 4) A gaming machine according to any one of Supplementary Notes 1 to 3, wherein the customization information is continuously displayed during a period during which customization of the specific effect is possible. (Appendix 5) A gaming machine capable of executing a variable game by varying symbols and capable of executing various effects, comprising: a state control means for controlling a game state; an effect execution means for executing effects; an effect control means for controlling the effect execution means; and a customization means for customizing the effects, wherein the state control means is capable of controlling the state to any one of a plurality of states including a first state and a second state, the effect execution means includes a display effect means for displaying an image and an audio effect means for outputting audio, the display effect means is capable of displaying customization information related to the customization by the customization means, the audio effect means is capable of executing a specific effect, the customization means is capable of first customization related to volume and second customization related to an item different from volume for the specific effect, the content for which the first customization is possible is the same whether the game machine is controlled to the first state or the second state, and the content for which the second customization is possible is different whether the game machine is controlled to the first state or the second state. [Explanation of symbols]

[0162] BT1...First performance button (first operation means) BT2...Second performance button (first operation means) BT3...Directional key (first operation means) LB...Left key (first operation means) RB...Right key (first operation means) UB...Up key (first operation means) DB...Down key (first operation means) G10...Operation instruction image G11...Character voice image G20...Selected character image (customization information) G30...Auto button setting image (customization information) GH...Image display section HD...Launch handle La...Decorative lamp (performance execution means, non-display performance means) SE1...First start winning sensor SE2...Second start winning sensor SE3...Count sensor SE4...Gate sensor SL1...First solenoid SL2...Second solenoid Sp...Speaker (performance execution means, non-display performance means, audio performance means) SW...Auto button switch (second operation means) YB...Game board YBa...Game area 10...Pachinko game machine 11...Frame body 11a...Installation frame 11b...Mounting frame 11c...Locking device 12...Performance display device (performance execution means, display performance means) 13...Information display device 13a...First special pattern display section 13b...Second special pattern display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal pattern display section 13f...Normal hold display section 14...First start winning port 15...Second start winning port 16...Normal movable piece 17...Large prize winning port 18...Special opening and closing piece 25...Gate 40...Main control board 41...Main control CPU (status control means) 42...Main control ROM 43...Main control RAM 50...Sub-control board 51...Sub-control CPU (performance control means, customization means) 52...Sub-control ROM 53...Sub-control RAM

Claims

[Claim 1] In a gaming machine capable of executing a variable game in which symbols are varied and capable of executing various effects, A state control means for controlling a game state; A performance execution means for executing a performance; A performance control means for controlling the performance execution means; A customization method that allows customization of the performance, a first operating means operable by a player; A second operation means that is restricted in operation by a player, the state control means is capable of controlling the state to any one of a plurality of states including a first state and a second state; The performance execution means includes a display performance means capable of displaying an image, and a non-display performance means different from the display performance means, The display means is capable of displaying customization information relating to the customization performed by the customization means, The non-display effect means is capable of executing a specific effect, The specific performance is a performance that can be executed in a different performance mode when the device is controlled to the first state and when the device is controlled to the second state, When the game device is controlled to the first state and when the game device is controlled to the second state, the content that can be customized by the customization means for the specific performance is different; The customization of the specific performance includes customization of a specific item, The customization means includes: The specific item can be customized by operating the first operating means and the second operating means, A gaming machine characterized in that the specific items can be customized even during execution of the variable game.

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