Gaming Machines
The gaming machine enhances player engagement by integrating a variable game system with customizable effects and light-emitting presentations to suggest winning probabilities, addressing the need for extended and customizable presentation customization periods.
Patent Information
- Application Number
- JP2023069546
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-20
- Publication Date
- 2025-05-20
- Estimated Expiration
- 2043-04-20
AI Technical Summary
Existing gaming machines lack mechanisms to further enhance player interest by extending and customizing the periods during which customization of presentation effects can be applied.
The gaming machine incorporates a variable game system with a specific ball entry port, winning lottery means, hold means, effect execution means, and effect control means, allowing for customizable look-ahead and predetermined effects, including customizable light-emitting presentations, to suggest winning probabilities and enhance player engagement.
This system increases player interest by providing customizable effects that suggest winning probabilities, enhancing player engagement and interaction through customizable light-emitting presentations.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a pachinko game machine, which is an example of a game machine, has been capable of customizing the presentation. For example, the game machine of Patent Document 1 allows customization of the presentation during the customer waiting demo state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-005284 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in gaming machines that allow customization of presentation, it is expected that interest in the game will be increased by further improving the period during which customization is possible. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is capable of executing a variable game and customizing the effects by operating an operation means operable by a player, and is equipped with a specific ball entry port through which a game ball can enter, a winning lottery means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry port, a hold means for holding a variable game in response to the entry of a game ball into the specific ball entry port, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, and the effects include a specific look-ahead effect that suggests the probability of a winning of a held variable game, and a predetermined effect that is different from the specific look-ahead effect and can be executed while the variable game is being executed, and the aspect of the specific look-ahead effect and the aspect of the predetermined effect can be customized, and a specific situation is included in the situation in which the aspect of the specific look-ahead effect is customized, and the specific look-ahead effect is executed in the specific situation. The effect can be executed when a variable game is put on hold at a certain time, and when the specific look-ahead effect is executed when the variable game is put on hold when the specific situation is met, when the put-aside variable game that is the target of the specific look-ahead effect is set as a specific variable game, it is possible to customize the aspect of the predetermined effect during a special period that is a part or all of the period from when the specific look-ahead effect is started to when the specific variable game is started, and when the aspect of the predetermined effect is customized during the special period, it is possible to execute the predetermined effect during the execution of the specific variable game according to the customized aspect, and the specific look-ahead effect is executed over a predetermined period, and during the entire period from the end of the predetermined period to when the specific variable game is started, it is possible to newly execute the specific look-ahead effect when the variable game is put on hold when the specific situation is met. The effects include a special effect that can be executed during a specific period from when the specific look-ahead effect is started to when the specific variable game is started, in addition to the specific look-ahead effect and the predetermined effect, the specific period is a part or whole period of the special period, and when the specific look-ahead effect and the special effect are executed, a light-emitting means that executes the specific look-ahead effect and a light-emitting means that executes the special effect are different. The gist of this is as follows.
[0006] The gaming machine that solves the above problem is capable of executing a variable game and customizing the effects by operating an operation means operable by a player, and is equipped with a specific ball entry port through which a game ball can enter, a winning lottery means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry port, a hold means for holding a variable game in response to the entry of a game ball into the specific ball entry port, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, and the effects include a specific look-ahead effect that suggests the probability of a winning of a held variable game, and a predetermined effect that is different from the specific look-ahead effect and can be executed while the variable game is being executed, and the aspect of the specific look-ahead effect and the aspect of the predetermined effect can be customized, and a specific situation is included in the situation in which the aspect of the specific look-ahead effect is customized, and the specific look-ahead effect is executed in the specific situation. The effect can be executed when a variable game is put on hold at a certain time, and when the specific look-ahead effect is executed when the variable game is put on hold when the specific situation is met, and the put-aside variable game that is the target of the specific look-ahead effect is set as a specific variable game, it is possible to customize the aspect of the predetermined effect during a special period that is a part or all of the period from when the specific look-ahead effect is started to when the specific variable game is started, and when the aspect of the predetermined effect is customized during the special period, it is possible to execute the predetermined effect during the execution of the specific variable game according to the customized aspect, and the specific look-ahead effect is executed over a predetermined period, and during the entire period from the end of the predetermined period to when the specific variable game is started, it is impossible to newly execute the specific look-ahead effect when the variable game is put on hold when the specific situation is met. The effects include a special effect that can be executed during a specific period from when the specific look-ahead effect is started to when the specific variable game is started, in addition to the specific look-ahead effect and the predetermined effect, the specific period is a part or whole period of the special period, and when the specific look-ahead effect and the special effect are executed, a light-emitting means that executes the specific look-ahead effect and a light-emitting means that executes the special effect are different. The gist of this is as follows. Regarding the above gaming machines, The gaming machine may be capable of executing control relating to a complete function, and even during a period in which control relating to the complete function is being executed, the manner in which the specific pre-reading presentation and the manner in which the predetermined presentation is performed may be customizable. Effect of the Invention
[0007] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Diagram 2] FIG. 2 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 3] FIG. 3 is a diagram showing the contents of the ball-scoring effect, the light-emitting effect during pre-reading, and the target light-emitting effect. [Figure 4] FIG. 4 is a diagram showing the light emission pattern of the light emission effect during pre-reading. [Diagram 5] FIG. 5 is a diagram showing an object to be customized and the contents to be customized. [Figure 6] FIG. 6 is a diagram showing a display mode of the operation image and the situation image. [Figure 7] FIG. 7 is a timing chart showing an example of a case in which the aspect of the ball-scoring effect and the aspect of the target light-emitting effect are customized. [Figure 8] FIG. 8 is a timing chart showing an example of a case where the mode of the target light emission effect is customized. [Figure 9] FIG. 9 is a timing chart showing an example in which the light emitting mode of the first light emitting unit is customized. [Figure 10] FIG. 10 is a timing chart showing an example of a case where the power supply to the pachinko gaming machine is cut off during execution of the ball-entering pre-reading performance. [Figure 11] FIG. 11 is a timing chart showing an example of a case where the mode of the target light emission effect is customized. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.
[0010] The pachinko gaming machine 10 includes a launch handle HD. For example, the launch handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, the game ball is launched toward the game area YBa with a strength according to the operation amount (rotation amount) of the launch handle HD.
[0011] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute a performance that outputs a predetermined sound (hereinafter, referred to as a sound performance). The predetermined sound is a piece of music, a sound effect, or the like.
[0012] The pachinko gaming machine 10 is equipped with a decorative lamp LA as an example of a predetermined light-emitting means. The decorative lamp LA can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and turning off a built-in light-emitting body (not shown). The decorative lamp LA has a first light-emitting unit LA1 and a second light-emitting unit LA2. For example, the first light-emitting unit LA1 is provided on the front surface of the mounting frame 11b. For example, the second light-emitting unit LA2 is provided on the front surface of the game board YB.
[0013] The pachinko game machine 10 includes an operation button BT. The operation button BT is provided on the front surface of the mounting frame 11b at a position where the player can operate it. The operation button BT is a push button type configured to be capable of being pressed down. The operation button BT includes a plurality of buttons such as an up button UBT, a down button DBT, a left button LBT, and a right button RBT. The operation button BT is an example of an operation means that can be operated by a player.
[0014] The operation buttons BT include an operation sensor that outputs an operation signal when it detects an operation of the operation buttons BT (upper button UBT, lower button DBT, left button LBT, and right button RBT).
[0015] A play area YBa having a substantially circular shape in a front view is defined on the front surface of the play board YB. The play board YB is mounted on the mounting frame 11b so that the play area YBa can be seen through the frame window 11c. A display window YBb is formed in the approximate center of the play area YBa.
[0016] The pachinko game machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, a predetermined symbol is displayed variably, and finally, a special symbol is displayed as a fixed stop. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, the term "variable display" refers to a state in which the type of the displayed symbol changes over time. In this specification, the term "fixed stop display" refers to a state in which the symbol is fixedly displayed as a fixed stop, and the type of the displayed symbol does not change. Regarding the symbols, "determined stop display" and "derive" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a big win symbol and a losing symbol. The special symbols may include a small win symbol. In the pachinko gaming machine 10, when a big win is won in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the big win symbol is derived in the special game, and the big win game is awarded after the special game of the big win is finished. The first special game is an example of a variable game.
[0017] The pachinko game machine 10 includes a first special reservation display device 19c and a second special reservation display device 19d as display devices that display information that can identify the reserved number of special games. The first special reservation display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the first special reservation number). The second special reservation display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the second special reservation number). As an example, the upper limit values of the first special reservation number and the second special reservation number are each 4.
[0018] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is displayed variably, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In this embodiment, when a winning lottery for a winning normal symbol (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal reservation display device 19f. The normal reservation display device 19f displays information that can specify the number of normal games (normal reservation number) whose execution is reserved because the reservation condition is satisfied but the start condition is not yet satisfied.
[0019] The pachinko gaming machine 10 is equipped with a performance display device EH. The performance display device EH has an image display area R capable of displaying an image. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The performance display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The performance display device EH can execute a performance (hereinafter referred to as a display performance) that displays an image that resembles a specified character or letter.
[0020] The performance display device EH displays a performance symbol variation game (hereinafter referred to as a performance game) as one of the display performances. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and finally a combination of performance symbols (hereinafter referred to as a symbol combination) is derived. The performance symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display performance. As an example, the performance game of this embodiment is performed by varying (scrolling) the performance symbols of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction, respectively.
[0021] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination according to the special symbol derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination is derived in the presentation game. The big win symbol combination is a symbol combination in which the presentation symbols in all columns are the same, such as "777". When a losing symbol is derived in the special game, a losing symbol combination is derived in the presentation game. The losing symbol combination is, for example, a symbol combination in which the presentation symbols in at least some columns are different from the presentation symbols in the other columns, such as "778" or "787". In this specification, the "temporary stop display" is a temporary stop state before the presentation symbols are displayed in a definite stop state, such as a fluctuating display. In this way, the pachinko game machine 10 has a special game and a presentation game executed in response to the special game.
[0022] In the presentation game, a reach presentation may be executed. The reach presentation is a presentation that forms a reach in the presentation game and ultimately leads to a predetermined symbol combination. The reach is a state in which the same presentation symbol is temporarily displayed in a plurality of specific symbol rows (for example, the left symbol row and the right symbol row), and the presentation symbol is continuously displayed in a variable manner in other symbol rows (for example, the center symbol row). The reach presentation includes a normal reach presentation (hereinafter, referred to as NR presentation) and a super reach presentation (hereinafter, referred to as SR presentation) that has a higher expectation of a jackpot game being awarded after the end of a special game compared to the NR presentation (hereinafter, referred to as jackpot expectation).
[0023] The pachinko gaming machine 10 has a first start opening 12. The first start opening 12 is always open so that a gaming ball can enter. The first start opening 12 is an example of a specific ball entry opening through which a gaming ball can enter. The pachinko gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start opening 12 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0024] The pachinko game machine 10 has a second start port 13 that opens to the game area YBa. The pachinko game machine 10 has a second start sensor SE2 that detects a game ball that has entered the second start port 13 (see FIG. 2). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is established. The pachinko game machine 10 has a normal variable member 13a that can be operated in an open state in which the game ball can enter the second start port 13, and a closed state in which the game ball cannot enter the second start port 13. The closed state may be a state in which the game ball can enter the second start port 13, but is more difficult to enter than the open state. The pachinko game machine 10 has a normal solenoid SL1 as an example of a means for operating the normal variable member 13a (see FIG. 2). The normal variable member 13a is operated to the open state during normal winning play.
[0025] The pachinko game machine 10 has a big prize opening 14 that opens to the game area YBa. The pachinko game machine 10 has a special variable member 14a that can be operated between an open state where the game ball can enter the big prize opening 14 and a closed state where the game ball cannot enter the big prize opening 14. The closed state may be a state where the game ball can enter the big prize opening 14, but is more difficult to enter than the open state. The pachinko game machine 10 has a special solenoid SL2 as an example of a means for operating the special variable member 14a (see FIG. 2). The special variable member 14a is operated to the open state in a game where a special symbol is won. The pachinko game machine 10 has a count sensor SE3 that detects the game ball that has entered the big prize opening 14 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0026] The pachinko gaming machine 10 is provided with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is provided with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 2). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, a reserve condition for a normal game can be established, but a payout condition for prize balls is not established.
[0027] In this embodiment, the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1, and second light-emitting unit LA2) are each a performance device that performs a performance, and these constitute a performance device group DE, which is an example of a performance execution means (see FIG. 2). The performance execution means is not limited to including all of the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1, and second light-emitting unit LA2), and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 is equipped with a ball entry assist function that assists the entry of a game ball into the second starting hole 13, and a time shortening function that shortens the variable time of the special game. The game state of the pachinko game machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0029] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry rate states, which are states in which the ball entry rate of game balls into the second starting hole 13 is different. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to establish the start conditions for the second special game. For this reason, the high ball entry rate state is an advantageous state for the player.
[0030] For example, the high ball entry rate state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of multiple controls. The first control is a control that shortens the fluctuation time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal winning probability in the normal winning lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform the normal winning lottery itself in the low ball entry rate state, but performs the normal winning lottery with a predetermined probability in the high ball entry rate state. The third control is a control that makes the total opening time of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state. Note that, as the third control, at least one of the control that makes the number of openings of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state and the control that makes the opening time of one normal winning game longer than in the low ball entry rate state may be performed.
[0031] Next, the time-saving function (hereinafter, referred to as the time-saving function) will be described. The pachinko game machine 10 has a plurality of time-varying states in which the variation time (average variation time) of the special game is different. The plurality of time-varying states include a long variation time state and a short variation time state in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the time-varying state transitions from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. In other words, the efficiency of consuming reserved special games is improved. In this embodiment, the time-varying function is activated in conjunction with the ball-striking assist function. In other words, the time-varying function is activated together with the ball-striking assist function, and is deactivated together with the ball-striking assist function.
[0032] In this embodiment, there are two game states: a normal state and an advantageous state. The normal state is a game state in which the ball entry assistance function and the time-saving function are not activated. The advantageous state is a game state in which the ball entry assistance function and the time-saving function are activated. The pachinko game machine 10 is not limited to having two game states, and some or all of the game states may be different game states in which the ball entry assistance function and the time-saving function are activated. In addition, the game state may be one or two, or may be four or more.
[0033] Next, we will explain about the jackpot. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0034] In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that can specify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the jackpot winning hole 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the hole or when a predetermined upper limit time has elapsed. In the round game, the jackpot winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the ending time elapse.
[0035] In the pachinko game machine 10, the game state after the end of the jackpot game is controlled according to the type of jackpot symbol (type of jackpot). As an example, it is determined that the special symbol is controlled to an advantageous state after the end of the jackpot game until the end of a special game with a predetermined number of operations. It is determined that the normal symbol is controlled to a normal state after the end of the jackpot game.
[0036] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information related to games (hereinafter referred to as game information) even if the power supply from an external power source is cut off, and enables recovery based on the stored information when the power supply is started again. Although the details will be described later, the game information to be backed up includes information related to special games, information related to big win games, information related to the game status, and information related to presentation.
[0037] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 2, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.
[0038] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, an RWM 43, a random number generating circuit 44, and an RWM clear switch 45. The CPU 41 executes a main control program to execute processes related to the progress of the game. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of the special game.
[0039] The variation patterns include a jackpot variation pattern, a miss-reach variation pattern, and a miss variation pattern. The jackpot variation pattern includes a variation pattern in which an NR performance is performed in a performance game, and a jackpot symbol combination is ultimately derived, and a variation pattern in which an NR performance is performed, and then an SR performance is performed, and then a jackpot symbol combination is ultimately derived. The miss-reach variation pattern includes a variation pattern in which an NR performance is performed in a performance game, and then an SR performance is performed, and then a miss symbol combination is ultimately derived. The miss variation pattern includes a variation pattern in which a reach performance is not performed in a performance game, and then a miss symbol combination is ultimately derived. The RWM 43 stores various information that is rewritten according to the processing result of the CPU 41. As an example, the information stored by the RWM 43 is a flag, a counter, a timer, and the like. The random number generation circuit 44 generates hardware random numbers.
[0040] The RWM clear switch 45 is an operation unit configured to enable an operation to instruct initialization of the main backup information and the secondary backup information backed up by a backup function described later. The RWM clear switch 45 is turned on by a push operation and turned off when not pushed. The CPU 41 can input an operation signal to be output when the RWM clear switch 45 is turned on. The RWM clear switch 45 is operated manually by, for example, a manager of the game center or a worker during manufacturing.
[0041] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input detection signals output by each of the sensors SE1 to SE4 when they detect a gaming ball. The main board 40 is connected to the multiple display units 19a to 19f. The CPU 41 can control the display contents of the multiple display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening state of the second start opening 13 and the big winning opening 14.
[0042] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the presentation. The ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The ROM 52 stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and audio presentation data used for audio presentation. The RWM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. As an example, the information stored in the RWM 53 includes a flag, a counter, and a timer. The information stored in the RWM 53 also includes information related to the presentation executed by the presentation device group DE. The sub-substrate 50 is configured to be able to generate software random numbers by a random number generation process by the CPU 51.
[0043] The sub-board 50 is connected to the performance display device EH. The CPU 51 is capable of controlling the display contents of the performance display device EH. The sub-board 50 is connected to a speaker SP. The CPU 51 is capable of controlling the output contents of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The CPU 51 is capable of controlling the light emission mode of the decorative lamp LA. The CPU 51 is an example of a performance control means capable of controlling a performance execution means.
[0044] The sub-substrate 50 is connected to the operation buttons BT (upper button UBT, lower button DBT, left button LBT, and right button RBT). The CPU 51 is capable of inputting an operation signal that is output when the operation button BT is operated.
[0045] The pachinko gaming machine 10 is equipped with a power supply unit 60 on the rear side of the game board YB. The power supply unit 60 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is equipped with a power switch 61. The pachinko gaming machine 10 is configured so that it can be turned on by starting to supply power to the power supply unit 60 while the power switch 61 is on, or by turning on the power switch 61 while power is being supplied.
[0046] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the RWM 43 of the main board 40 and the RWM 53 of the sub-board 50 even after the power supply is stopped. The RWM 43 and the RWM 53 can retain the stored contents when the power supply is stopped even after the power supply is stopped by receiving the power supply from the backup power supply 62. For example, the RWM 43 and the RWM 53 may be non-volatile memories that can retain the stored contents even when not receiving the power supply, and thus can retain the stored information even after the power supply is stopped.
[0047] The pachinko gaming machine 10 is equipped with a backup function. The backup function enables the pachinko gaming machine 10 to hold information on game control stored in the RWM 43 (hereinafter referred to as main backup information) and information on game control stored in the RWM 53 (hereinafter referred to as secondary backup information) even when power supply is stopped. When power supply is started, the pachinko gaming machine 10 can return to normal based on each backup information.
[0048] The main backup information includes information on the special game, information on the jackpot game, and information on the game state. The information on the special game includes, for example, information that can identify the results of the special win lottery and the normal win lottery, information that can identify the variation pattern, information that can identify the special symbol derived in the special game, information that can identify the variation time being measured during the execution of the special game, and information that can identify the number of reserved special games. The information on the jackpot game includes information that can identify the progress of the jackpot game. The information on the game state includes information that can identify the ball entry rate state and information that can identify the variation time state. The secondary backup information includes information on the performance. The information on the performance includes light emission pattern information that can identify the light emission pattern of the light emission during pre-reading performance described later, and remaining number of games information that can identify the remaining number of games until the special game that triggered the ball entry pre-reading performance described later. The main backup information and the secondary backup information are held until the backup power source 62 (for example, an electric double layer capacitor) is discharged and the backup power source 62 is unable to supply power.
[0049] Next, various processes performed by the CPU 41 will be described. When the CPU 41 is started by the start-up process at the time of power-on, the CPU 41 executes the power-on process. As an example, when the CPU 41 is powered on with the RWM clear switch 45 operated, the CPU 41 initializes the main backup information backed up in the RWM 43 by the backup power supply 62. On the other hand, when the CPU 41 is powered on with the RWM clear switch 45 not operated, the CPU 41 does not initialize the main backup information. Thereafter, in the power-on process, the CPU 41 outputs start-up information (for example, a start-up command) capable of identifying that the main board 40 has started up to the sub-board 50. As an example, the start-up information is either information indicating that the start-up has been accompanied by initialization of the main backup information (for example, an initialization command) or information indicating that the start-up has been carried out without initialization of the main backup information (for example, a power restoration command).
[0050] The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes which are performed at predetermined control cycles (for example, 4 ms). The special symbol input process will be described.
[0051] The CPU 41 judges whether or not the game ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the CPU 41 judges whether or not the first special reserved number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the CPU 41 adds 1 to the first special reserved number to update it. The CPU 41 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start sensor SE1 when the first special reserved number is less than the upper limit number.
[0052] Next, the CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers are winning random numbers used in a special winning lottery, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The pachinko game machine 10 can suspend the execution of the first special game until the start condition of the first special game is satisfied by storing the random number information used for the first special game in the RWM 43. The CPU 41 suspends the execution of the first special game until the start condition of the first special game is satisfied, which is an example of a suspending means capable of suspending the first special game in response to the entry of a game ball into the first starting hole 12.
[0053] When the random number information for the first special game is stored in the RWM43, if the game ball has not entered the first start hole 12, and if the first special reserved number is not less than the upper limit number, the CPU41 determines whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the CPU41 determines whether the second special reserved number stored in the RWM43 is less than the upper limit number (4 in this embodiment). If the second special reserved number is less than the upper limit number, the CPU41 adds 1 to the second special reserved number to update it. The CPU41 controls the second special reserved display device 19d to display information that can identify the updated second special reserved number. In this way, the reserved condition for the second special game is established when the game ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.
[0054] Next, the CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information used for the second special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the RWM 43, if a game ball has not entered the second start hole 13, and if the number of second special reserved games is not less than the upper limit number, the CPU 41 ends the special symbol input process.
[0055] In the special symbol input process, the CPU 41 performs a command setting process when the random number information for the first special game is stored in the RWM 43. The command setting process is a process included in the special symbol input process.
[0056] In the command setting process, the CPU 41 judges whether the value corresponding to the acquired winning random number is a winning value that will win the special winning lottery described later, or a losing value that will not win the special winning lottery. Next, in the case of a winning value, the CPU 41 specifies a winning fluctuation pattern to be selected from the winning fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a winning pre-read command as a control command in the output buffer based on the specified content. The winning pre-read command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the value corresponding to the acquired winning random number is a winning value, and information indicating the winning fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.
[0057] On the other hand, in the case of a miss value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of miss fluctuation patterns and miss reach fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a miss read-ahead command as a control command in the output buffer based on the specified content. The miss read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a miss value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.
[0058] The jackpot read-ahead command or the loss read-ahead command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process from the next cycle onwards. The command setting process of this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the jackpot read-ahead command or the loss read-ahead command performs processing related to the second special game in the special symbol input process described above. In the following description, when the jackpot read-ahead command and the loss read-ahead command are not distinguished from each other, they are referred to as "read-ahead commands". In the command setting process of this embodiment, a variation pattern indicating the variation content (including the variation time) of the first special game whose execution is suspended is specified every time the CPU 41 and the first start sensor SE1 detect a game ball.
[0059] Next, the special symbol start process will be described. The CPU 41 judges whether or not the start condition of the special game is met. The CPU 41 judges positively when the jackpot game is not being played and the special game is not being executed. The CPU 41 judges negatively when the jackpot game is being played or the special game is being executed. When the start condition of the special game is not met, the CPU 41 ends the special symbol start process. When the start condition of the special game is met, the CPU 41 judges whether or not the second special reserved number is greater than zero. When the second special reserved number is zero, the CPU 41 judges whether or not the first special reserved number is greater than zero. When the first special reserved number is zero, the CPU 41 ends the special symbol start process.
[0060] When the first special reservation number is greater than zero, the CPU 41 performs a process to execute the first special game. Specifically, the CPU 41 updates the first special reservation number by subtracting 1. The CPU 41 controls the first special reservation display device 19c to display information that can identify the updated first special reservation number. The CPU 41 acquires the random number information stored first from the RWM 43 among the random number information for the first special game. The CPU 41 performs a special winning lottery (jackpot determination) to determine whether or not a jackpot is won, using the winning random number identified from the acquired random number information. In the process to execute the first special game, the CPU 41 that performs the special winning lottery is an example of a winning lottery means that performs a winning lottery according to the entry of a game ball into the first starting hole 12.
[0061] When a jackpot is won, the CPU 41 performs a jackpot variation process. In the jackpot variation process, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a jackpot variation pattern. After that, the CPU 41 ends the special pattern start process.
[0062] If the jackpot is not won, the CPU 41 performs a miss variation process. In the miss variation process, the CPU 41 determines a miss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a miss reach variation pattern with a reach or a miss variation pattern without a reach. After that, the CPU 41 ends the special symbol start process. In this embodiment, it is determined whether to execute a reach performance in the performance game by determining a miss variation pattern or a miss reach variation pattern, but it is also possible to determine whether to execute a reach performance and determine either a miss reach variation pattern or a miss variation pattern depending on the result of the determination.
[0063] If the second special reserved number is greater than zero, the CPU 41 performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, except that the "first special game" is replaced with the "second special game" and the "first special reserved number" is replaced with the "second special reserved number," so a detailed description thereof will be omitted. In other words, the CPU 41 performs subtraction of the second special reserved number, a special winning lottery, and any of the variable processes based on the result of the special winning lottery, and then ends the special symbol start process.
[0064] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the special game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0065] When the special symbol start process is completed, the CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The CPU 41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the CPU 41 outputs a control command (hereinafter, referred to as a variable end command) capable of identifying the end of the special game to the sub-substrate 50.
[0066] When the second special game is executed, the CPU 41 controls the second special symbol display device 19b to start a variable display of a predetermined symbol. The CPU 41 measures a variable time determined in a variable pattern. When the variable time determined in a variable pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time determined in a variable pattern has elapsed, the CPU 41 outputs a variable end command to the sub-board 50.
[0067] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, the CPU 41 executes the jackpot game process after the end of the jackpot special game. The CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The CPU 41 awards the specified type of jackpot game.
[0068] First, the CPU 41 outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-substrate 50. When the opening time has elapsed, the CPU 41 performs a process for executing a round game. That is, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the big win opening 14, thereby ending the round game. The CPU 41 repeats such a process for executing a round game until the upper limit number of round games set for the big win game is ended. The CPU 41 outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of the round game to the sub-substrate 50 every time a round game is started.
[0069] When the final round of play ends, the CPU 41 outputs a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the sub-substrate 50. When the ending time has elapsed, the CPU 41 ends the big win game. The CPU 41 may be configured to output a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the sub-substrate 50.
[0070] The process of controlling to the standby state will be described. When both the first special reservation number and the second special reservation number are 0 (zero), the special game is not being executed, and the big win game is not being executed, the CPU 41 controls to a standby state as a standby period. That is, the standby state in this embodiment is a period in which the special game is not being executed, and the big win game is not being executed. When controlled to the standby state, the CPU 41 outputs a control command (hereinafter, referred to as a demo command) that can identify the standby state to the sub-board 50. This demo command is a command for executing a standby performance in the standby state. The standby performance is a performance for obtaining a customer-attracting effect by notifying that the pachinko game machine 10 is in a standby state, for example, by using the performance display device EH.
[0071] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When the jackpot game based on the specific symbol ends, the CPU 41 stores an operation flag in the RWM 43. That is, the CPU 41 controls the RWM 43 to a high ball entry rate state and a short fluctuation time state. On the other hand, when the jackpot game based on the normal symbol ends, the CPU 41 does not store an operation flag in the RWM 43. When the special game in which the number of times the special game is executed after the jackpot game based on the specific symbol reaches the number of times of operation ends, the CPU 41 erases the operation flag stored in the RWM 43. That is, when the special game of the operation number ends after the jackpot game based on the specific symbol ends, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When the jackpot game is started and the operation flag is stored, the CPU 41 erases the operation flag. That is, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state during the jackpot game. When the CPU 41 transitions the game state (ball winning rate state and variable time state), it outputs to the sub-board 50 a control command (hereinafter, referred to as a game state command) capable of specifying the game state after the transition.
[0072] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the start-up process performed when the power is turned on will be described. When a startup command (initialization command or power recovery command) is input, the CPU 51 executes startup processing. As an example, when an initialization command is input, the CPU 51 initializes the secondary backup information that has been backed up in the RWM 53 by the backup power supply 62. On the other hand, when a power recovery command is input, the CPU 51 does not initialize the secondary backup information.
[0073] The big win presentation process will now be described. The jackpot performance process is a process for executing a performance during a jackpot game (hereinafter, referred to as a jackpot performance). When the CPU 51 inputs an opening command, it controls the performance device group DE to execute an opening performance. Also, when the CPU 51 inputs an opening command, it stores information that can identify that a jackpot game is being played in the jackpot flag of the RWM 53. When the CPU 51 inputs a round command, it controls the performance device group DE to execute a round performance. When the CPU 51 inputs an ending start command, it controls the performance device group DE to execute an ending performance. When the CPU 51 inputs an ending end command, it controls the performance device group DE to end the ending performance. Also, when the CPU 51 inputs an ending end command, it erases the information stored in the jackpot flag of the RWM 53.
[0074] The effect game process will now be described. The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the CPU 51 inputs a variation start command and a special symbol command, the CPU 51 controls the presentation device group DE including the presentation display device EH so as to execute a presentation game corresponding to the special game. As an example, when the CPU 51 inputs a variation start command, the CPU 51 selects a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the control command. When the CPU 51 inputs a special symbol command, the CPU 51 determines a symbol combination to be derived in the presentation game based on a special symbol that can be specified from the command. When a jackpot symbol can be specified from the special symbol command, the CPU 51 determines a jackpot symbol combination. When a lose symbol can be specified from the special symbol command, the CPU 51 determines a lose symbol combination.
[0075] The CPU 51 also judges whether or not the condition for executing the reach effect (hereinafter referred to as the reach condition) is satisfied. As an example, the reach condition is satisfied by determining a big win variation pattern or a miss reach variation pattern. When the reach condition is satisfied and a big win pattern can be specified from the special pattern command, the CPU 51 determines the performance patterns constituting the big win pattern combination as the reach performance patterns. When the reach condition is satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination including the reach. When the reach condition is not satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination not including the reach.
[0076] The CPU 51 controls the performance display device EH to start the performance game by starting the display of each performance symbol in response to the input of the variation start command. The CPU 51 controls the performance display device EH so that the performance game is performed based on the selected performance pattern during the variation time set in the variation pattern. The CPU 51 can control the performance device group DE to perform various performances during the performance game. When the CPU 51 identifies a variation pattern in which an NR performance is performed from the input variation start command, the CPU 51 controls the performance device group DE to perform an NR performance at a predetermined timing after the performance game is started. When the CPU 51 identifies a variation pattern in which an SR performance is performed from the input variation start command, the CPU 51 controls the performance device group DE to perform an SR performance at a predetermined timing after the performance game is started.
[0077] Then, when a predetermined timing arrives after starting the performance game, the CPU 51 temporarily stops the display of the symbol combination, and when the input of the variation end command is input, the CPU 51 causes the symbol combination to be displayed as a fixed, stopped display. The CPU 51 may also cause the symbol combination to be displayed as a fixed, stopped display when the variation time set in the variation pattern has elapsed, regardless of the variation end command. In this case, the variation end command may be omitted.
[0078] The process relating to the standby effect will be described. When the CPU 51 inputs a demo command, the CPU 51 stores information that can identify the standby state in the standby flag of the RWM 53, and controls the performance display device EH to perform a standby performance. When the CPU 51 inputs a fluctuation start command, the CPU 51 erases the information stored in the standby flag of the RWM 53, and ends the standby performance.
[0079] Next, the effects executed in the pachinko gaming machine 10 will be described. In the pachinko game machine 10, a ball-entering look-ahead effect and a light-emitting effect during look-ahead are executed as look-ahead effects. The look-ahead effect is a special game that has not yet started, and is an effect that suggests the probability of a jackpot in a pending special game. In this embodiment, the look-ahead effect may be executed during the execution of one special game, or may be executed across the execution of multiple special games. In the following description, the pending special game that is the target of the look-ahead effect when the look-ahead effect is executed is referred to as a target change.
[0080] We will explain the anticipatory performance when the ball goes in. As shown in FIG. 3, the ball entry time read-ahead effect is an effect that can be executed when the first special game is reserved by the game ball entering the first starting hole 12, and is an effect that suggests the probability of a jackpot of the reserved first special game. The pachinko game machine 10 is configured so that when the first special game is reserved, the probability of a jackpot of the reserved first special game is higher when the ball entry time read-ahead effect is executed than when the ball entry time read-ahead effect is not executed. The target variation of the ball entry time read-ahead effect is the reserved first special game when the ball entry time read-ahead effect is executed. The ball entry time read-ahead effect is an example of a specific read-ahead effect. The target variation of the ball entry time read-ahead effect is an example of a specific variation game.
[0081] The ball-entering pre-reading effect is composed of a combination of a ball-entering pre-reading effect in which the decorative lamp LA emits light in a predetermined light-emitting pattern for a predetermined period (for example, 3 seconds) and a ball-entering pre-reading sound effect in which a special ball-entering sound is output from the speaker SP for a predetermined period (for example, 2 seconds). The predetermined light-emitting pattern of the ball-entering pre-reading effect is a light-entering pattern in which the decorative lamp LA flashes in white. The ball-entering pre-reading effect and the ball-entering pre-reading sound effect are both started at the same time as the ball-entering pre-reading effect starts. Therefore, after the ball-entering pre-reading effect starts, the ball-entering pre-reading effect ends after the ball-entering pre-reading sound effect. In this embodiment, the period from the start of the ball-entering pre-reading effect (ball-entering pre-reading effect and ball-entering sound effect) to the end of the ball-entering pre-reading effect is determined as the period during which the ball-entering pre-reading effect is executed. The period during which the ball-entering pre-reading effect is executed is an example of a predetermined period.
[0082] We will explain the lighting effects that occur during pre-reading. As shown in FIG. 3, the light-up during pre-reading is an effect that can be executed after the ball-entering pre-reading effect ends. The light-up during pre-reading is an effect that can be executed during the entire period from the end of the ball-entering pre-reading effect until the target change of the ball-entering pre-reading effect starts. The light-up during pre-reading is an effect that indicates the jackpot expectancy of the target change of the ball-entering pre-reading effect executed immediately before the execution of the light-up during pre-reading effect, separately from the ball-entering pre-reading effect. In other words, the target change of the light-up during pre-reading effect and the target change of the ball-entering pre-reading effect executed immediately before the light-up during pre-reading effect are the same special game. And when the light-up during pre-reading effect is executed, the target change starts at the timing when the light-up during pre-reading effect ends. The light-up during pre-reading is an example of a special effect.
[0083] The pre-reading light-emitting performance is a performance in which the decorative lamp LA lights up blue or red. In the pre-reading light-emitting performance, when the decorative lamp LA lights up red, it is suggested that there is a higher expectation of a jackpot due to the target fluctuation than when it lights up blue. The lighting color of the decorative lamp LA in the pre-reading light-emitting performance is an example of the aspect of the pre-reading light-emitting performance. The blue lighting color of the decorative lamp LA in the pre-reading light-emitting performance is an example of the first aspect. The red lighting color of the decorative lamp LA in the pre-reading light-emitting performance is an example of the second aspect.
[0084] Here, the lighting patterns for the pre-reading lighting effects will be explained. As shown in Fig. 4, as the light-emitting pattern of the pre-reading light-emitting performance, a plurality of light-emitting patterns are determined according to the first special reserved number when the target variation is reserved. From the light-emitting pattern of the pre-reading light-emitting performance, the lighting color of the decorative lamp LA during the execution of the special game executed during the execution of the pre-reading light-emitting performance can be specified.
[0085] As an example, the lighting pattern EP11 is a lighting pattern that can identify that when the first special reservation number is 1 when the target change is reserved, the decorative lamp LA lights up in blue during the execution of the special game that is being executed when the target change is reserved, i.e., the special game that is executed one time before the target change.
[0086] As an example, the light emission pattern EP23 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game (a special game executed two times before the target variation) executed when the target variation is suspended, in a case where the first special suspension number is 2 when the target variation is suspended. The light emission pattern EP23 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game (a special game executed one time before the target variation) executed one time after the special game executed when the target variation is suspended.
[0087] The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in blue during the execution of a special game (a special game executed four times before the target change) executed when the target change is suspended, when the first special suspension number is four. The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in blue during the execution of a special game (a special game executed three times before the target change) executed one time after the special game executed when the target change is suspended. The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game (a special game executed two times before the target change) executed two times after the special game executed when the target change is suspended. The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game (a special game executed one time before the target change) executed three times after the special game executed when the target change is suspended.
[0088] As shown in FIG. 4, the light-emitting patterns of the pre-reading light-emitting performance include light-emitting patterns that do not include the red lighting color of the decorative lamp LA, such as light-emitting patterns EP11, EP21, EP31, and EP41, and light-emitting patterns that include the red lighting color of the decorative lamp LA, such as light-emitting patterns EP12, EP22, EP23, EP32 to EP34, and EP42 to EP45. As described above, in the pre-reading light-emitting performance, it is suggested that the jackpot expectation of the target fluctuation is higher when the decorative lamp LA is lit in red than when it is lit in blue. Therefore, in this embodiment, it is suggested that the jackpot expectation of the target fluctuation is higher when the pre-reading light-emitting performance is performed based on a light-emitting pattern that includes the red lighting color of the decorative lamp LA than when it is performed based on a light-emitting pattern that does not include the red lighting color of the decorative lamp LA.
[0089] In addition, the light-emitting patterns of the light-emitting effect during pre-reading include light-emitting patterns in which the lighting color of the decorative lamp LA changes from blue to red at the timing when the special game starts before the target fluctuation starts, such as light-emitting patterns EP22, EP32, EP33, and EP42 to EP44. In addition, the light-emitting patterns of the light-emitting effect during pre-reading do not include a light-emitting pattern in which the lighting color of the decorative lamp LA changes from red to blue. In this specification, in the light-emitting effect during pre-reading, the lighting color of the decorative lamp LA during the execution of the special game executed one time before the target fluctuation (reservation 1) is referred to as the final lighting color of the light-emitting effect during pre-reading.
[0090] Next, the target light emission effect executed in the pachinko gaming machine 10 will be described. The target light-emitting effect is an effect that is executed during the period when the target fluctuation of the ball-entering look-ahead effect and the look-ahead light-emitting effect is executed. The target light-emitting effect is an effect that indicates the jackpot expectancy of the target fluctuation that is being executed separately from the ball-entering look-ahead effect and the look-ahead light-emitting effect that are executed for the target fluctuation. The target light-emitting effect is an example of a predetermined effect.
[0091] As shown in FIG. 3, the target light emission performance is a performance in which the decorative lamp LA flashes in a predetermined light emission pattern. The predetermined light emission patterns include a light emission pattern in which the decorative lamp LA flashes in blue, a light emission pattern in which the decorative lamp LA flashes in red, and a light emission pattern in which the decorative lamp LA flashes in rainbow colors (hereinafter referred to as a premium light emission pattern). In the target light emission performance, it is suggested that the target change has a higher expectation of a big win when it is performed based on a light emission pattern in which the decorative lamp LA flashes in red than when it is performed based on a light emission pattern in which the decorative lamp LA flashes in blue. In addition, when the target light emission performance is performed based on a premium light emission pattern, it is suggested that the target change has a higher expectation of a big win than when it is performed based on a light emission pattern in which the decorative lamp LA flashes in blue or red, and it is suggested that the target change will be a big win.
[0092] In this embodiment, the ball-entering look-ahead performance, the light-emitting performance during look-ahead, and the target light-emitting performance are all performances that suggest the expected jackpot probability of the target fluctuation common to the ball-entering look-ahead performance and the light-emitting performance during look-ahead. In the ball-entering look-ahead performance, the decorative lamp LA flashes in uniform white to suggest the expected jackpot probability of the target fluctuation, while in the light-emitting performance during look-ahead, the decorative lamp LA lights up in red or blue to suggest the expected jackpot probability of the target fluctuation.
[0093] In this embodiment, the jackpot expectation level suggested by the decorative lamp LA lighting red in the pre-reading light-emitting performance is higher than the jackpot expectation level suggested by the decorative lamp LA flashing white in the ball-entering pre-reading performance. On the other hand, the jackpot expectation level suggested by the decorative lamp LA lighting blue in the pre-reading light-emitting performance is lower than the jackpot expectation level suggested by the decorative lamp LA flashing white in the ball-entering pre-reading performance. For this reason, if the pre-reading light-emitting performance is executed and the decorative lamp LA lights red after the ball-entering pre-reading performance is executed, a higher jackpot expectation level is suggested than if the pre-reading light-emitting performance is executed and the decorative lamp LA lights blue after the ball-entering pre-reading performance is executed.
[0094] In this way, the light-emitting effect during look-ahead is an effect that suggests a different jackpot expectation rate for the target fluctuation than the look-ahead effect when the ball goes in. Then, by the light-emitting effect during look-ahead and the target fluctuation effect being executed in stages, the player can infer a certain jackpot expectation rate for the reserved special game at the timing when the light-emitting effect during look-ahead is executed, and then further infer the jackpot expectation rate for the target fluctuation from the lighting color of the decorative lamp LA in the light-emitting effect during look-ahead.
[0095] In addition, in this embodiment, the ball-entering pre-reading effect is an effect in which the decorative lamp LA emits light in one type of light color and suggests a certain degree of jackpot expectation. The pre-reading light-emitting effect is an effect in which the decorative lamp LA emits light in two types of light colors and suggests two types of jackpot expectation. Furthermore, the target light-emitting effect is an effect in which the decorative lamp LA emits light in three types of light colors and suggests three types of jackpot expectation. Thus, in this embodiment, the order of ball-entering pre-reading effect < pre-reading light-emitting effect < target light-emitting effect is that the decorative lamp LA can emit light in a larger number of light colors and the types of jackpot expectation that it suggests are greater. And, the pre-reading light-emitting effect suggests more types of jackpot expectation than the ball-entering pre-reading effect, so it is an effect that makes it easier to guess the jackpot expectation in detail than the ball-entering pre-reading effect. Furthermore, the target light-emitting effect suggests a greater variety of jackpot expectancies than the ball-entering pre-reading effect and the pre-reading light-emitting effect, making it easier to guess the jackpot expectancy in more detail than the ball-entering pre-reading effect and the pre-reading light-emitting effect.
[0096] Furthermore, when the target fluctuation is a jackpot, the possibility of the pre-reading light-emitting performance being executed based on the light-emitting pattern including the red lighting color of the decorative lamp LA after a certain jackpot expectation is suggested in the ball-entering pre-reading performance is higher than when the target fluctuation is a miss. Also, when the target fluctuation is a jackpot, the possibility of the target light-emitting performance being executed based on the premium light-emitting pattern is higher than when the target fluctuation is a miss. Thus, in this embodiment, when the target fluctuation is a jackpot, the possibility of the pre-reading light-emitting performance suggesting a higher jackpot expectation than when the ball-entering pre-reading performance is executed is higher than when the target fluctuation is a miss. Furthermore, when the target fluctuation is a jackpot, the possibility of the target pre-reading light-emitting performance suggesting a higher jackpot expectation than when the pre-reading light-emitting performance is executed and when the ball-entering pre-reading performance is executed is higher than when the target fluctuation is a miss.
[0097] In this embodiment, the jackpot expectation level suggested by the decorative lamp LA lighting red in the pre-reading light-emitting performance is the same as the jackpot expectation level suggested by the decorative lamp LA flashing red in the target light-emitting performance. Furthermore, the jackpot expectation level suggested by the decorative lamp LA lighting blue in the pre-reading light-emitting performance is the same as the jackpot expectation level suggested by the decorative lamp LA flashing blue in the target light-emitting performance.
[0098] In addition, in this embodiment, when the pre-reading light-emitting performance is executed and the target light-emitting performance is not executed based on the premium light-emitting pattern, the flashing color of the decorative lamp LA in the target light-emitting performance becomes the final lighting color of the pre-reading light-emitting performance. As an example, when the pre-reading light-emitting performance is executed based on the light-emitting pattern EP32, if the target light-emitting performance is not executed based on the premium light-emitting pattern, the target light-emitting performance is executed based on the light-emitting pattern in which the decorative lamp LA flashes red. Therefore, during the execution of the target fluctuation, the light-emitting pattern of the target light-emitting performance can be used to estimate the jackpot expectation of the target fluctuation, and it is possible to recognize whether the pre-reading light-emitting performance was executed based on the light-emitting pattern including the red lighting color of the decorative lamp LA.
[0099] On the other hand, when the target light-emitting effect is executed based on the premium light-emitting pattern, the player can know that the target change will result in a jackpot. In other words, the player can estimate the jackpot expectation of the target change in more detail than when the ball-entering look-ahead effect and the look-ahead light-emitting effect are executed, by executing the target light-emitting effect in stages after the ball-entering look-ahead effect or the look-ahead light-emitting effect. And, even before the target change ends, the player can know whether the target change for which the jackpot expectation was estimated will actually result in a jackpot. In this way, the pachinko game machine 10 is configured to execute the ball-entering look-ahead effect, the look-ahead light-emitting effect, and the target light-emitting effect in stages, and to estimate the jackpot expectation of the target change in more detail as the stage at which the effects are executed progresses.
[0100] Next, a description will be given of a customization function installed in the pachinko gaming machine 10. The pachinko gaming machine 10 is configured so that a player can customize some of the effects executed in the pachinko gaming machine 10 by operating the operation button BT, and some of the effects are executed reflecting the customized content.
[0101] As shown in FIG. 5, the effects that can be customized in the pachinko gaming machine 10 include a ball-entering look-ahead effect and a target light-emitting effect. The pachinko gaming machine 10 is configured to be able to customize the aspects of the ball-entering look-ahead effect and the target light-emitting effect. In addition, the pachinko gaming machine 10 is configured to be able to customize the light-emitting aspect of the first light-emitting unit LA1. In this specification, the "aspect" includes not only the appearance of the effect, but also the aspect related to the rate at which the effect is executed or whether it is executed, such as the appearance rate of the effect. In the following description, the customization of the aspect of the ball-entering look-ahead effect by the player is referred to as "look-ahead customization". Furthermore, the customization of the aspect of the target light-emitting effect by the player is referred to as "target customization". Furthermore, the customization of the light-emitting aspect of the first light-emitting unit LA1 by the player is referred to as "light-emitting customization".
[0102] Read-ahead customization will be described. The pre-reading customization is possible during all periods (hereinafter referred to as the entire game period) during which the special game is being executed and during which the special game is not being executed (including during the jackpot game and during the waiting period). In the pre-reading customization, the appearance of the ball-entering pre-reading performance can be customized from either "appears" or "does not appear" as the mode of the ball-entering pre-reading performance by operating the up button UBT. The ball-entering pre-reading performance can be executed when the first special game is put on hold in a situation in which the appearance of the ball-entering pre-reading performance is "appears" (hereinafter referred to as a specific situation). On the other hand, the ball-entering pre-reading performance is not executed in a situation in which the appearance of the ball-entering pre-reading performance is "does not appear". When the mode of the ball-entering pre-reading performance is customized, the customized mode can be reflected in the ball-entering pre-reading performance from the customized timing.
[0103] Explain target customization. Target customization is possible for the entire period from when the ball-scoring performance begins until the target fluctuation begins. The entire period from when the ball-scoring performance begins until the target fluctuation begins is an example of a special period. With target customization, by operating the down button DBT, the probability that the target lighting performance will be executed based on the premium lighting pattern (hereinafter referred to as the appearance rate of the premium lighting pattern) can be customized from either a "low appearance rate" or a "high appearance rate" as the aspect of the target lighting performance. The low appearance rate and the high appearance rate are each predetermined appearance rates.
[0104] When the mode of the target light emission presentation is customized, the customized mode can be reflected in the target light emission presentation from the time when the special game is started for the first time after the customization.
[0105] Light emission customization will now be described. Light-emitting customization is possible throughout the entire game period. With light-emitting customization, the brightness of the first light-emitting unit LA1 can be customized as the light-emitting mode of the first light-emitting unit LA1 in three stages: "low brightness," "medium brightness," and "high brightness" by operating the left button LBT and the right button RBT. The first light-emitting unit LA1 then performs a light-emitting performance according to the customized brightness. When the light-emitting mode of the first light-emitting unit LA1 is customized, the customized light-emitting mode can be reflected in the first light-emitting unit LA1 immediately after customization.
[0106] Here, referring to FIG. 6, the display manner in which images relating to the customization function are displayed on the performance display device EH and the operations involved in customization will be described. As shown in FIG. 6, in the pachinko game machine 10, the operation image SG is displayed on the performance display device EH during the entire game period. The operation image SG is an image that displays information that can specify that pre-reading customization, target customization, and light emission customization are possible by operating the operation button BT. As an example, the operation image SG includes a character string of "up button: change the appearance of pre-reading performance at the time of ball entry" as information that can specify that pre-reading customization is possible by operating the up button UBT. In this embodiment, even during a period when target customization is not possible, an operation image SG including a character string of "down button: change the appearance rate of premium light emission pattern" is displayed as information that can specify that target customization is possible by operating the down button DBT, but this is not limited to this. During a period when target customization is not possible, an operation image SG that does not include information that can specify that target customization is possible by operating the down button DBT may be displayed.
[0107] Furthermore, in the pachinko gaming machine 10, a first status image JG1, a second status image JG2, and a third status image JG3 are displayed on the performance display device EH during the entire game period. The first status image JG1 is an image that displays information that can identify the current state of the ball-entering pre-reading performance. The second status image JG2 is an image that displays information that can identify the current state of the target light-emitting performance. The third status image JG3 is an image that displays information that can identify the current light-emitting state of the first light-emitting element LA1.
[0108] In the look-ahead customization, the appearance of the look-ahead effect when the ball scores can be switched between on and off each time the up button UBT is operated. The display content of the first status image JG1 switches to either "look-ahead effect when the ball scores: on" or "look-ahead effect when the ball scores: off" depending on the appearance rate of the look-ahead effect when the ball scores when the up button UBT is operated.
[0109] In target customization, the appearance rate of the premium light emission pattern in the target light emission performance can be alternately switched between low appearance rate and high appearance rate each time the down button DBT is operated. The display content of the second status image JG2 switches to either "Premium light emission: high" or "Premium light emission: low" according to the appearance rate of the premium light emission pattern when the down button DBT is operated.
[0110] In the light emission customization, when the right button RBT is operated, the luminance of the first light emitting unit LA1 can be changed to one step higher. For example, when the right button RBT is operated when the luminance of the first light emitting unit LA1 is medium, the luminance of the first light emitting unit LA1 can be changed to high. Note that even if the right button RBT is operated when the luminance of the first light emitting unit LA1 is the upper limit, high luminance, the luminance of the first light emitting unit LA1 is not changed. Similarly, in the light emission customization, when the left button LBT is operated, the luminance of the first light emitting unit LA1 can be changed to one step lower. Note that even if the left button LBT is operated when the luminance of the first light emitting unit LA1 is the lower limit, low luminance, the luminance of the first light emitting unit LA1 is not changed. When the right button RBT or the left button LBT is operated, the display content of the third status image JG3 switches to either "Brightness: High", "Brightness: Medium", or "Brightness: Low", corresponding to the customized brightness of the first light-emitting element LA1.
[0111] The following describes the scoring time read-ahead performance process that the CPU 51 executes to execute the scoring time read-ahead performance. The CPU 51 executes the scoring time read-ahead performance process as a timer interrupt process that is executed at a predetermined cycle (for example, every 4 ms).
[0112] The CPU 51 determines whether or not a jackpot game is being played, and when a jackpot game is not being played, refers to the ball-entering time read-ahead information stored in the RWM 53. The ball-entering time read-ahead information is information that can specify the contents of the read-ahead customization. As the ball-entering time read-ahead information, either information that can specify that the ball-entering time read-ahead performance will appear (hereinafter, referred to as "appearance information") or information that can specify that the ball-entering time read-ahead performance will not appear (hereinafter, referred to as "no appearance information") is stored. The CPU 51 can specify whether or not a jackpot game is being played by referring to the jackpot game flag of the RWM 53. When a jackpot game is being played, if no appearance information is stored in the ball-entering time read-ahead information, the CPU 51 does not execute the ball-entering time read-ahead performance.
[0113] On the other hand, when a jackpot game is not being played and the ball-entering time read-ahead information stores information indicating that a ball will appear, the CPU 51 determines whether a read-ahead command has been input. When a read-ahead command has been input, the CPU 51 determines whether the setting value of the in-progress flag indicating the execution state of the ball-entering time read-ahead performance stored in the RWM 53 is a value indicating that the performance is in progress or a value indicating that the performance is not in progress. In this embodiment, when the read-ahead command is input, if the setting value of the in-progress flag is a value indicating that the performance is in progress, the CPU 51 does not execute a new ball-entering time read-ahead performance.
[0114] When the set value of the execution flag is a value indicating that the execution is not in progress, the CPU 51 performs a lottery using a predetermined random number to determine whether or not to execute the ball-entering pre-reading effect. At this time, the CPU 51 performs the execution determination of the ball-entering pre-reading effect so that the probability of winning the first special game corresponding to the input pre-reading command is higher when the ball-entering pre-reading effect is executed than when the ball-entering pre-reading effect is not executed. In this case, the CPU 51 may perform the execution determination so that the execution rate of the ball-entering pre-reading effect when the jackpot pre-reading command is input as a percentage of the overall execution rate of the ball-entering pre-reading effect is higher than the execution rate of the ball-entering pre-reading effect when the miss pre-reading command is input. The overall execution rate of the ball-entering pre-reading effect is the sum of the execution rate of the ball-entering pre-reading effect when the jackpot pre-reading command is input and the execution rate of the ball-entering pre-reading effect when the miss pre-reading command is input. When it is determined that the ball-scoring pre-reading effect is to be executed, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the ball-scoring pre-reading effect is being executed.
[0115] When it is decided to execute the ball-scoring look-ahead performance, when the look-ahead light-emitting performance is not being executed, and when the remaining game number information is 0, the CPU 51 stores the first special reserved number that can be specified from the input look-ahead command in the RWM 53 as remaining game number information that can specify the number of games remaining until the target change is started. The CPU 51 can specify whether the look-ahead light-emitting performance is being executed by referring to the setting value of the look-ahead flag stored in the RWM 53, which will be described later. Then, when a value indicating that the look-ahead light-emitting performance is being executed is stored in the look-ahead flag, the CPU 51 does not store the remaining game number information. Furthermore, by storing the remaining game number information when the remaining game number information is 0, the CPU 51 holds the stored remaining game number information even if it is decided to execute a new ball-scoring look-ahead performance during the period from the end of the ball-scoring look-ahead performance to the start of the target change. When the CPU 51 stores the remaining game number information in the RWM 53, the CPU 51 updates the remaining game number information by subtracting 1 each time the change start command is input.
[0116] When it is decided to execute the ball entry pre-reading performance and when the pre-reading light-emitting performance is not being executed, the CPU 51 determines the light-emitting pattern of the pre-reading light-emitting performance by lottery using a predetermined random number. At this time, the CPU 51 determines the light-emitting pattern of the pre-reading light-emitting performance from different decision tables according to the first special reserved number that can be specified from the input pre-reading command. As an example, when the first special reserved number that can be specified from the input pre-reading command is 1, the CPU 51 determines the light-emitting pattern of the pre-reading light-emitting performance from the decision table that can determine the light-emitting patterns EP11 and EP12 (see FIG. 4). Note that, regardless of which decision table is used according to the first special reserved number that can be specified from the pre-reading command, the allocation value of the random number corresponding to each light-emitting pattern is different depending on whether the input pre-reading command is a jackpot pre-reading command or a loss pre-reading command. And, regardless of which decision table is used, the random numbers are allocated so that the light-emitting pattern including the red lighting color has a higher jackpot expectation than the light-emitting pattern not including the red lighting color. In this case, the CPU 51 may perform the execution determination so that the execution rate of the ball-entering pre-reading performance when a jackpot pre-reading command is input as a percentage of the total execution rate of the ball-entering pre-reading performance is higher than the execution rate of the ball-entering pre-reading performance when a miss pre-reading command is input. When the light-emitting pattern of the pre-reading light-emitting performance is determined, the CPU 51 stores information capable of identifying the determined light-emitting pattern of the pre-reading light-emitting performance in the light-emitting pattern information of the RWM 53.
[0117] When it is determined to execute the ball-entering pre-reading effect, the CPU 51 controls the decorative lamp LA to execute the ball-entering light-emitting effect with a predetermined light-emitting pattern for a predetermined period of time. At this time, the CPU 51 controls the first light-emitting unit LA1 to execute the ball-entering light-emitting effect according to the luminance that can be specified from the information (hereinafter, referred to as luminance information) that can specify the luminance of the first light-emitting unit LA1 stored in the RWM 53. The luminance information includes "low luminance information" that can specify that the luminance of the first light-emitting unit LA1 is low, "medium luminance information" that can specify that the luminance of the first light-emitting unit LA1 is medium, and "high luminance information" that can specify that the luminance of the first light-emitting unit LA1 is high. Thus, the luminance information includes multiple types of information that can specify the luminance of the first light-emitting unit LA1 as the light-emitting mode of the first light-emitting unit LA1. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to execute the ball-entering light-emitting effect according to the luminance that has been determined in advance.
[0118] Furthermore, the CPU 51 controls the speaker SP to execute a scoring sound effect by outputting a special scoring sound for a predetermined period of time. When the scoring light effect ends, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the scoring look-ahead effect is not being executed, and ends the scoring look-ahead effect.
[0119] By the CPU 51 performing the above-mentioned processing, the ball entry time read-ahead performance becomes a performance that can be executed when the first special game is put on hold when the jackpot game is not being played and when the ball entry time read-ahead performance is in a specific situation in which the ball entry time read-ahead performance can be executed. When the ball entry time read-ahead performance is in a specific situation in which the ball entry time read-ahead performance can be executed, the execution of the ball entry time read-ahead performance is determined by lottery. Also, during the execution of the ball entry time read-ahead performance, even if the game ball enters the first starting hole 12, the execution of the ball entry time read-ahead performance is restricted. In this embodiment, the restriction on the execution of the performance means that the performance is not executed (the appearance rate is 0), but is not limited to this. The restriction on the execution of the performance may be that the application rate of the performance is greater than 0 and the appearance rate is lower than the appearance rate in the case where the execution of the performance is not restricted. Here, the appearance rate of the performance is greater than 0 includes the appearance rate of the performance being approximately 0. And, in this embodiment, the time except under the restrictions by these definitions is the time when the performance is not restricted from being executed.
[0120] Next, a light-emitting effect process during pre-reading that is performed by the CPU 51 to execute a light-emitting effect during pre-reading will be described. In a situation where the set value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading performance is being executed, the CPU 51 judges whether the remaining number of games information subtracted every time a fluctuation start command is input is 0. In a situation where the set value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading performance is being executed, if the remaining number of games information is 0, the CPU 51 does not execute the pre-reading light-emitting performance. On the other hand, in a situation where the set value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading performance is being executed, if the remaining number of games information is not 0, the CPU 51 judges whether the in-execution flag was set to a value indicating that the ball-scoring pre-reading performance is not being executed before the remaining number of games information became 0. If the in-execution flag was set to a value indicating that the ball-scoring pre-reading performance is not being executed before the remaining number of games information became 0, the CPU 51 decides to execute the pre-reading light-emitting performance, and sets the pre-reading flag stored in the RWM 53 to a value indicating that the pre-reading light-emitting performance is being executed. By the CPU 51 performing the above-mentioned processing, in the pachinko gaming machine 10, when the ball-entering pre-reading performance ends and the target variation of the ball-entering pre-reading performance has not started, the pre-reading illumination performance will start at the timing when the ball-entering pre-reading performance ends.
[0121] When performing a light-emitting effect during look-ahead, the CPU 51 controls the decorative lamp LA to perform the light-emitting effect during look-ahead based on the light-emitting pattern information and the remaining number of games information stored in the RWM 53. As an example, when the light-emitting pattern of the light-emitting effect during look-ahead is the light-emitting pattern EP33 and the remaining number of games information is 2, the CPU 51 controls the decorative lamp LA to light up in red. Also, when performing a light-emitting effect during look-ahead, the CPU 51 controls the first light-emitting unit LA1 to perform a light-emitting effect during look-ahead according to the brightness that can be specified from the brightness information stored in the RWM 53, as in the case of performing a look-ahead effect when a ball is scored. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to perform a light-emitting effect during look-ahead according to a predetermined brightness.
[0122] In a situation where a value indicating that a pre-reading light-emitting effect is being executed is set in the pre-reading flag, the CPU 51 judges whether the remaining number of games information is 0. Then, when it is judged that the remaining number of games information is 0, the CPU 51 controls the decorative lamp LA to end the pre-reading light-emitting effect, and executes the target light-emitting effect processing described later. At this time, the CPU 51 sets a value indicating that a pre-reading light-emitting effect is not being executed in the pre-reading flag.
[0123] The CPU 51 executes the above-mentioned ball-entering pre-reading performance process even during the execution of the pre-reading light-emitting performance. The CPU 51 controls the decorative lamps LA to execute a ball-entering light-emitting performance with a predetermined light-emitting pattern for a predetermined period of time instead of the pre-reading light-emitting performance currently being executed. The CPU 51 also controls the speaker SP to execute a ball-entering sound performance for a predetermined period of time.
[0124] By executing the above-mentioned process, the CPU 51 can execute a new ball-scoring look-ahead performance during the period from the end of the ball-scoring look-ahead performance to the start of the target change, but during this period, a value indicating that the look-ahead light-emitting performance is being executed is stored in the look-ahead flag. Therefore, the CPU 51 does not store the remaining game number information in the ball-scoring look-ahead performance process executed when executing a new ball-scoring look-ahead performance. Therefore, even if a new ball-scoring look-ahead performance is executed when a look-ahead light-emitting performance is executed during the period from the end of the ball-scoring look-ahead performance to the start of the target change, the look-ahead light-emitting performance will not be executed for the target change of the newly executed ball-scoring look-ahead performance. Even in such a case, the look-ahead light-emitting performance is executed for the target change of the previously executed ball-scoring look-ahead performance until the target change of the previously executed ball-scoring look-ahead performance starts. In addition, the period from the end of the ball-entering pre-reading performance to the start of the target change is the period during which the pre-reading light-emitting performance is executed, but when a new ball-entering pre-reading performance is executed during this period, the decorative lamp LA will execute the ball-entering light-emitting performance of the newly executed ball-entering pre-reading performance in priority over the pre-reading light-emitting performance. In other words, if a new ball-entering pre-reading performance is executed during the period during which the pre-reading light-emitting performance is executed, the decorative lamp LA will stop the pre-reading light-emitting performance and execute the ball-entering light-emitting performance of the newly executed ball-entering pre-reading performance. Then, after the newly executed ball-entering pre-reading performance ends, if the target change of the previously executed ball-entering pre-reading performance has not started, the decorative lamp LA will execute the pre-reading light-emitting performance that was stopped until the target change starts.
[0125] Next, the target light-emitting performance process performed by the CPU 51 to execute the target light-emitting performance will be described. In the above-mentioned look-ahead light-emitting performance process, when the CPU 51 determines that the remaining game number information is 0 in a situation where the setting value of the execution flag of the RWM 53 is a value indicating that the ball-scoring look-ahead performance is being executed, the CPU 51 executes the target light-emitting performance process at the timing when the execution flag is set to a value indicating that the ball-scoring look-ahead performance is not being executed. The CPU 51 also executes the target light-emitting performance process at the timing when the look-ahead light-emitting performance is terminated due to the determination that the remaining game number information is 0 during the execution of the look-ahead light-emitting performance.
[0126] Since the ball-scoring look-ahead effect is an effect that is executed for a predetermined period of time, target variation may start during execution of the ball-scoring look-ahead effect. In contrast, when the CPU 51 executes the above-described process and the ball-scoring look-ahead effect ends, if the target variation for the ball-scoring look-ahead effect has started, the look-ahead light-emitting effect is not executed, and the target light-emitting effect starts at the timing when the ball-scoring look-ahead effect ends. On the other hand, if the look-ahead light-emitting effect is executed, the target light-emitting effect starts after the look-ahead light-emitting effect ends.
[0127] In addition, if a new ball-scoring look-ahead performance is executed during the period from the end of the ball-scoring look-ahead performance to the start of the target variation, the CPU 51 does not store the remaining game number information in the ball-scoring look-ahead performance process executed when the new ball-scoring look-ahead performance is executed. Therefore, if a new ball-scoring look-ahead performance is executed during the period from the end of the ball-scoring look-ahead performance to the start of the target variation, the target light-emitting performance, like the look-ahead light-emitting performance, will not be executed for the target variation corresponding to the newly executed ball-scoring look-ahead performance.
[0128] In the target light emission effect processing, the CPU 51 specifies a variation pattern from the variation start command input when it is determined that the remaining number of games information is 0. If the specified variation pattern is a big win variation pattern, the CPU 51 determines whether or not to execute the target light emission effect with the premium light emission pattern by a premium light emission lottery using a predetermined random number. At this time, the CPU 51 executes the premium light emission lottery so that the appearance rate of the premium light emission pattern stored in the RWM 53 corresponds to the information capable of specifying the appearance rate (hereinafter, referred to as premium information). Then, the CPU 51 executes the premium light emission lottery so that the ratio of the target light emission effect being executed with the premium light emission pattern is higher when high appearance rate information is stored in the premium information than when low appearance rate information is stored. Note that the high appearance rate information is information capable of specifying that the appearance rate of the premium light emission pattern is a high appearance rate. The low appearance rate information is information capable of specifying that the appearance rate of the premium light emission pattern is a low appearance rate. By the CPU 51 performing the above-mentioned processing, the target light emission effect is executed in a manner corresponding to the premium information.
[0129] When it is determined that the target light-emitting effect is to be performed in the premium light-emitting pattern, the CPU 51 controls the decorative lamp LA so as to perform the target light-emitting effect in the premium light-emitting pattern (light-emitting pattern that flashes in rainbow colors).
[0130] On the other hand, when it is not decided to execute the target light-emitting effect with the premium light-emitting pattern, and when the fluctuation pattern specified from the fluctuation start command input at the timing when the remaining game number information becomes 0 is not a big win fluctuation pattern, the CPU 51 refers to the light-emitting pattern information of the RWM 53. Then, the CPU 51 specifies the final lighting color of the light-emitting effect during pre-reading from the light-emitting pattern information, and controls the decorative lamp LA to execute the target light-emitting effect with a light-emitting pattern that flashes with the specified final lighting color. Note that, when executing the target light-emitting effect, the CPU 51 controls the first light-emitting unit LA1 to execute the target light-emitting effect according to the luminance that can be specified from the luminance information stored in the RWM 53, as in the case of executing the ball-entering pre-reading effect and the light-emitting effect during pre-reading. On the other hand, the CPU 51 controls the second light-emitting unit LA2 to execute the target light-emitting effect according to a predetermined luminance. When the CPU 51 inputs the fluctuation end command, it controls the decorative lamp LA to end the target light-emitting effect.
[0131] In this embodiment, the pre-reading light emission effect ends when the target fluctuation starts, and the target light emission effect starts. The target light emission effect ends when the target fluctuation ends.
[0132] Next, a customization process by the CPU 51 to realize the customization function will be described. The CPU 51 controls the performance display device EH to display the operation image SG, the first status image JG1, the second status image JG2, and the third status image JG3, regardless of whether information capable of identifying a standby state is stored in the standby flag.
[0133] During the entire game period, the CPU 51 alternately updates the ball-scoring time read-ahead information stored in the RWM 53 to "appear" information and "no appearance" information each time an operation signal is input from the up button UBT. Furthermore, when the CPU 51 updates the ball-scoring time read-ahead information, it controls the effect display device EH so that the first status image JG1 is displayed with display content according to the updated ball-scoring time read-ahead information. By the CPU 51 executing such processing, in this embodiment, it becomes possible to customize the presence or absence of the ball-scoring time read-ahead effect during the entire game period.
[0134] The CPU 51 determines whether the remaining number of games information stored in the RWM 53 is 0, and when determining that the remaining number of games information is not 0, stores the information stored in the premium information stored in the RWM 53 in the provisional setting information of the RWM 53.
[0135] When the remaining game number information is not 0, the CPU 51 updates the provisional setting information stored in the RWM 53 alternately to low appearance rate information and high appearance rate information each time an operation signal is input from the down button DBT. When the CPU 51 updates the provisional setting information, it controls the effect display device EH so that the second status image JG2 is displayed with display contents according to the updated provisional setting information.
[0136] When the CPU 51 inputs a variation end command in a situation where the remaining number of games information is not 0, the CPU 51 stores the information stored in the provisional setting information in the premium information. By performing such processing by the CPU 51, it becomes possible to customize the appearance rate of the premium light emission pattern in the target light emission performance during the entire period from when the ball-entering pre-reading performance starts to when the target variation starts. When the appearance rate of the premium light emission pattern is customized, it becomes possible to execute the target light emission performance with the appearance rate of the premium light emission pattern according to the customized premium information from when the next special game starts.
[0137] When the operation signal from the right button RBT is input, the CPU 51 updates the brightness information stored in the RWM 53 to brightness information one step higher if the brightness information is either low brightness information or medium brightness information, regardless of whether or not the standby flag stores information that can identify the standby state. If the brightness information stored in the RWM 53 is high brightness information when the operation signal from the right button RBT is input, the CPU 51 does not update the brightness information. When the operation signal from the left button LBT is input, the CPU 51 updates the brightness information to brightness information one step lower if the brightness information stored in the RWM 53 is either medium brightness information or high brightness information, regardless of whether or not the standby flag stores information that can identify the standby state. If the brightness information stored in the RWM 53 is low brightness information when the operation signal from the left button LBT is input, the CPU 51 does not update the brightness information. When the brightness information is updated, the CPU 51 controls the performance display device EH so that the third status image JG3 is displayed with display content according to the updated brightness information. By executing such a process by the CPU 51, in this embodiment, it becomes possible to customize the brightness at which the first light emitting unit LA1 emits light during the entire game period. Then, in the ball-entering light emitting effect, the light emitting effect during pre-reading, and the target light emitting effect, it becomes possible to make the first light emitting unit LA1 emit light with the customized brightness.
[0138] Here, we will explain what happens when the power supply to the pachinko game machine 10 is cut off during the execution of the ball-entering pre-reading effect and the light-emitting effect during pre-reading before the target fluctuation begins, and then the power supply is resumed without the main backup information and secondary backup information being initialized.
[0139] In the pachinko gaming machine 10, if the power supply to the pachinko gaming machine 10 is interrupted during the execution of the ball entry look-ahead performance before the target variation starts, the ball entry look-ahead performance and the light-emitting performance during look-ahead performance are not executed after the power supply is resumed without the main backup information and the sub-backup information being initialized. On the other hand, after the power supply is resumed, the target light-emitting performance is executed at the timing when the target variation starts. Similarly, in the pachinko gaming machine 10, if the power supply to the pachinko gaming machine 10 is interrupted during the execution of the light-emitting performance during look-ahead performance, the light-emitting performance during look-ahead performance is not executed after the power supply is resumed without the main backup information and the sub-backup information being initialized, and the target light-emitting performance is executed at the timing when the target variation starts.
[0140] In the pachinko gaming machine 10, if the power supply is interrupted during the ball entry look-ahead performance and the look-ahead light-emitting performance before the target variation starts, the appearance rate of the premium light-emitting pattern of the target light-emitting performance can be customized for the entire period from when the power supply is resumed until the target variation starts. After that, in the target variation, the target light-emitting performance is executed with the appearance rate of the premium light-emitting pattern according to the premium information at the time when the target variation starts. If the power supply to the pachinko gaming machine 10 is interrupted during the ball entry look-ahead performance or the look-ahead light-emitting performance, the entire period from when the power supply is resumed without the main backup information and the sub backup information being initialized until the target variation starts is an example of a special period.
[0141] In this embodiment, the remaining number of games information stored in the RWM 53 is included in the secondary backup information. Therefore, when the remaining number of games information is not 0 when the power recovery command is input, the CPU 51 can specify that the period is from when the power supply is resumed to when the target variation starts. Then, during the period from when the power supply is resumed to when the target variation starts, the CPU 51 executes the above-mentioned customization process, thereby enabling customization of the appearance rate of the premium light emission pattern of the target light emission effect. Furthermore, when the remaining number of games information is not 0 when the power recovery command is input, the CPU 51 executes the above-mentioned target light emission effect process at the timing when the remaining number of games information becomes 0. As a result, in the case where the power supply is interrupted during the execution of the ball entry look-ahead performance and the look-ahead light emission performance before the target variation starts, after the power supply is resumed, the target light emission performance is executed with the appearance rate of the premium light emission pattern according to the premium information at the time when the target variation starts during the execution of the target variation.
[0142] In this embodiment, when the power supply to the pachinko gaming machine 10 is cut off, the main backup information and the sub backup information are initialized, and the power supply is resumed, initial values are stored in the ball entry look-ahead information, premium information, and brightness information. Then, after the power supply to the pachinko gaming machine 10 is cut off, the main backup information and the sub backup information are initialized, and the power supply is resumed, the performance is executed according to the initial value of each information. In this embodiment, the initial value of the ball entry look-ahead information is set to appearance information. In this embodiment, the initial value of the premium information is set to low appearance rate information. In this embodiment, the initial value of the brightness information is set to high brightness information.
[0143] Next, referring to FIG. 7, an example of a case in which the aspect of the ball-scoring effect and the aspect of the target light-emitting effect are customized will be described. As shown in FIG. 7, a special game starts at time T01. At this time, the appearance of the ball-scoring pre-reading effect is "not appearing" (shown as "no" in the figure), and the ball-scoring pre-reading effect is not executed. Also, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is "low appearance rate." After that, at time T02, when the up button UBT is operated, the appearance of the ball-scoring pre-reading effect changes to "appearing" (shown as "yes" in the figure). This customizes the situation to one in which the ball-scoring pre-reading effect can be executed.
[0144] After that, at time T03, the ball-entering performance is started when the game ball enters the first starting hole 12. The decorative lamp LA executes the ball-entering performance (ball-entering performance) with a white blinking light pattern over a predetermined period from time T03 to T04. Then, from time T03 when the ball-entering performance starts, a period begins during which the appearance rate of the premium light-emitting pattern in the target light-emitting performance can be customized.
[0145] At time T04 when the ball-entering pre-reading performance ends, the pre-reading light-emitting performance starts because the target movement has not started. In the example shown in Fig. 7, the pre-reading light-emitting performance is executed based on the light-emitting pattern EP31. In this case, at time T04, the pre-reading light-emitting performance starts with a light-emitting pattern in which the decorative lamp LA lights up in blue.
[0146] After that, at time T05, the special game two times before the target change is started. The decorative lamp LA continues the pre-reading light-emitting performance with the light-emitting pattern that continues to light in blue. In this way, the pre-reading light-emitting performance may be executed across a plurality of special games. When the down button DBT is operated at time T06 during the execution of the special game two times before the target change, the appearance rate of the premium light-emitting pattern in the target light-emitting performance changes to a high appearance rate at time T07 when the special game being executed ends. Note that the down button DBT is not operated during the period when the special game one time before the target change is executed from time T07 to T08. Then, at time T08 when the target change starts, the period during which the appearance rate of the premium light-emitting pattern in the target light-emitting performance can be customized ends. Then, when the target change starts at time T08, the light-emitting pattern of the target light-emitting performance is determined so that the appearance rate of the premium light-emitting pattern becomes a high appearance rate. Note that FIG. 7 shows an example of a case where the premium light-emitting pattern is not determined as the light-emitting pattern of the target light-emitting performance. In this case, during the period from time T08 to time T09 when the target variation is executed, the target light-emitting effect is executed in a light-emitting pattern that flashes blue, the same as the final lighting color of the light-emitting effect during pre-reading.
[0147] In this way, in this embodiment, it is possible to customize the aspect of the target light emission effect during the special period, which is the entire period from when the ball-entering prediction effect starts until the target fluctuation starts. Then, during the target fluctuation, the target light emission effect can be executed according to the customized aspect.
[0148] In addition, when the aspect of the ball-scoring pre-reading performance is customized, the timing at which the ball-scoring pre-reading performance can be executed according to the customized aspect is different from the timing at which the target light-emitting performance can be executed according to the customized aspect when the aspect of the target light-emitting performance is customized.
[0149] Next, an example of a case where the lighting color of the decorative lamp LA changes during the execution of the pre-reading light-emitting performance will be described with reference to Fig. 8. Note that the example shown in Fig. 8 is premised on the fact that the ball-entering pre-reading performance is in a state where it can be executed.
[0150] As shown in FIG. 8, a special game is started at time T11. At this time, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is set to "low appearance rate." After that, at time T12, the ball-entering pre-reading effect is started when the game ball enters the first starting hole 12. The decorative lamp LA executes the ball-entering pre-reading effect (ball-entering light-emitting effect) with a white blinking light-emitting pattern over a predetermined period from time T12 to T13. From time T12 when the ball-entering pre-reading effect starts, the appearance rate of the premium light-emitting pattern in the target light-emitting effect can be customized.
[0151] At time T13 during the execution of the ball-scoring effect, the special game that was being executed when the ball-scoring effect started ends, and the special game two games before the target movement starts. The ball-scoring effect is an effect that is executed over a predetermined period of time, and therefore may be executed across multiple special games, as in the example shown in FIG. 8.
[0152] At time T14 when the ball-entering pre-reading performance ends, the pre-reading light-emitting performance starts. In the example shown in Fig. 8, the pre-reading light-emitting performance is executed based on the light-emitting pattern EP22. In this case, at time T14, the pre-reading light-emitting performance starts with a light-emitting pattern in which the decorative lamp LA lights up in blue.
[0153] After that, at time T15, the special game one round before the target change starts. At this time, the pre-reading light-emitting performance continues, but the lighting color of the decorative lamp LA changes to red. This makes it possible to specify that the jackpot expectation of the target change is higher than when the lighting color of the decorative lamp LA was blue. Thus, in this embodiment, during the period from the end of the ball-entering pre-reading performance to the start of the target change, the lighting color of the decorative lamp LA may change from blue to red.
[0154] When the down button DBT is operated at time T16 during the execution of the special game one round before the target variation, the appearance rate of the premium light emission pattern in the target light emission performance changes to a high appearance rate at time T17 when the ongoing special game ends. As a result, when the target variation starts at time T17, the light emission pattern of the target light emission performance is determined so that the appearance rate of the premium light emission pattern becomes a high appearance rate. Note that FIG. 8 shows an example in which the premium light emission pattern is determined as the light emission pattern of the target light emission performance. In this case, during the period from time T17 to T18 when the target variation is executed, the target light emission performance is executed with a light emission pattern that flashes in rainbow colors.
[0155] Next, with reference to FIG. 9, an example of a case where the light emission mode of the first light-emitting unit LA1 is customized during execution of the ball-scoring prediction performance will be described. As shown in FIG. 9, the special game starts at time T21. At this time, the luminance of the first light-emitting unit LA1 is "low luminance". After that, at time T22, the ball-entering pre-reading performance is started when the game ball enters the first starting hole 12. The decorative lamp LA executes the ball-entering pre-reading performance (ball-entering light-emitting performance) with a white blinking light-emitting pattern over a predetermined period from time T22 to T24. At this time, the first light-emitting unit LA1 emits light at a low luminance, while the second light-emitting unit LA2 emits light at a predetermined constant luminance.
[0156] When the right button RBT is operated at time T23 during the ball-scoring performance, the luminance of the first light-emitting part LA1 changes to medium luminance. As a result, the first light-emitting part LA1 emits light at medium luminance during the period from time T23 to T24 during the ball-scoring performance. The luminance of the second light-emitting part LA2 does not change at time T23, and emits light at a predetermined constant luminance during the ball-scoring performance.
[0157] In this way, during the ball-scoring performance, the first light-emitting unit LA1 emits light according to the customized brightness. On the other hand, during the ball-scoring performance, the second light-emitting unit LA2 emits light according to a predetermined brightness.
[0158] In addition, if the right button RBT or the left button LBT is not operated, in the pre-reading light-emitting performance executed in the period from time T24 to T27, and in the target light-emitting performance executed in the period from time T27 to T28, the first light-emitting element LA1 emits light at a medium brightness, while the second light-emitting element LA2 emits light at a predetermined constant brightness.
[0159] Next, with reference to FIG. 10, an example of a case where the power supply to the pachinko gaming machine 10 is cut off during the execution of the ball-entering pre-reading performance and then the power supply is resumed will be described. As shown in FIG. 10, a special game is started at time T31. At this time, the appearance rate of the premium light-emitting pattern in the target light-emitting performance is set to "high appearance rate". After that, at time T32, the ball-entering pre-reading performance is started when the game ball enters the first starting hole 12. Then, at time T33 during the ball-entering pre-reading performance, the power supply to the pachinko gaming machine 10 is cut off. After that, at time T34, the power supply to the pachinko gaming machine 10 is resumed. In this case, the ball-entering pre-reading performance is not executed during the period from when the power supply is resumed until the target fluctuation is started. Furthermore, the pre-reading light-emitting performance is not executed during the period from when the power supply is resumed until the target fluctuation is started. In addition, the premium information of the RWM 53 is set to the initial value, so that the appearance rate of the premium light-emitting pattern becomes "low appearance rate".
[0160] On the other hand, in the target variation, the target light emission performance is executed. Then, during the entire period from when the power supply is resumed until the target variation starts, the appearance rate of the premium light emission pattern in the target light emission performance can be customized. As an example, when the down button DBT is operated at time T37 during the execution of the previous target variation, the appearance rate of the premium light emission pattern in the target light emission performance changes to a high appearance rate at time T38 when the special game being executed ends. Then, in the target variation that starts at time T38, the target light emission performance can be executed according to the customized appearance rate. In other words, when the target variation starts at time T38, the light emission pattern of the target light emission performance is determined so that the appearance rate of the premium light emission pattern becomes a high appearance rate. Note that, since the brightness information becomes the initial value of "high brightness" after the power supply is resumed, if the left button LBT or the right button RBT is not operated after the power supply is resumed, the first light emitting part LA1 emits light at high brightness during the execution of the target light emission performance. Furthermore, even after power supply is resumed, it is possible to customize the light emission mode of the first light-emitting unit LA1. For example, if the light emission mode of the first light-emitting unit LA1 is customized before the target fluctuation begins, the first light-emitting unit LA1 will emit light in the customized light emission mode while the target light-emitting performance is being performed.
[0161] Next, referring to Figure 11, an example will be described in which a game ball enters the first starting hole 12 while the ball-entry pre-reading performance is being executed, and an example in which a game ball enters the first starting hole 12 during the period from the end of the ball-entry pre-reading performance to the start of target fluctuation.
[0162] As shown in FIG. 11, a special game is started at time T41. At this time, the appearance rate of the premium light emission pattern in the target light emission effect is set to "low appearance rate". After that, at time T42, the ball-entering time read-ahead effect is started when the game ball enters the first starting hole 12. Then, at time T43 during the ball-entering time read-ahead effect, the game ball enters the first starting hole 12. As described above, during the period in which the ball-entering time read-ahead effect is executed, even if the game ball enters the first starting hole 12 when the appearance information is stored in the RWM 53, the special game is put on hold and the ball-entering time read-ahead effect is not executed again. In other words, the ball-entering time read-ahead effect is not executed at time T43.
[0163] At time T44, when the ball-entering pre-reading effect ends, a pre-reading light-emitting effect starts. After that, at time T46 during the execution of the pre-reading light-emitting effect, a new ball-entering pre-reading effect is executed in response to the game ball entering the first starting hole 12. At this time, the pre-reading light-emitting effect ends in the decorative lamp LA, and the ball-entering pre-reading effect (ball-entering light-emitting effect) starts. Thus, in this embodiment, during the entire period from the end of the ball-entering pre-reading effect to the start of the target fluctuation that is the subject of the ball-entering pre-reading effect, when the appearance information is stored in the RWM 53, a new ball-entering pre-reading effect can be executed in response to the special game being put on hold.
[0164] Then, at time T47 when the newly executed ball-scoring look-ahead performance ends, the target fluctuation that is the subject of the ball-scoring look-ahead performance that started at time T42 has not started, so the look-ahead light-emitting performance starts again. At this time, the look-ahead light-emitting performance is executed based on the light-emitting pattern of the look-ahead light-emitting performance that was decided when the ball-scoring look-ahead performance started at time T42. The look-ahead light-emitting performance is executed until time T50, which is the timing when the target fluctuation that is the subject of the ball-scoring look-ahead performance that started at time T42 starts.
[0165] In this case, the mode of the target light emission effect executed in the target fluctuation can be customized in the period from time T42 when the first ball-entering look-ahead effect is started to time T50 when the target fluctuation that is the subject of the ball-entering look-ahead effect is started. As an example, when the down button DBT is operated at time T49 during the execution of the previous target fluctuation, the appearance rate of the premium light emission pattern in the target light emission effect changes to a high appearance rate at time T50 when the ongoing special game ends. As a result, when the target fluctuation starts at time T50, the light emission pattern of the target light emission effect is determined so that the appearance rate of the premium light emission pattern becomes a high appearance rate.
[0166] The effects of this embodiment will be described. (1) It is possible to provide an opportunity to customize the aspect of the ball-entering pre-reading effect and the aspect of the target light-emitting effect, which can be executed when the first special game is put on hold, according to the player's preference. The aspect of the target light-emitting effect can be customized during the special period, which is the entire period from when the ball-entering pre-reading effect starts to when the target fluctuation starts, and the target light-emitting effect can be executed during the target fluctuation according to the aspect customized during the special period. Since the aspect of the target light-emitting effect can be customized during such a special period, the player can customize the aspect of the target light-emitting effect executed during the target fluctuation so that the premium light-emitting pattern has a high appearance rate, for example, in the hope that the target fluctuation will be a jackpot when the ball-entering pre-reading effect is executed. As a result, it is possible to heighten the expectation that the target light-emitting effect will be executed based on the premium light-emitting pattern, compared to when the aspect of the target light-emitting effect cannot be customized during the special period. Therefore, it is possible to enjoy customizing the aspect of the target light-emitting effect, and to further enjoy the target light-emitting effect.
[0167] (2) The light-emitting effect during look-ahead is executed during the period from the end of the ball-entering look-ahead performance to the start of the target fluctuation. Since the period during which the light-emitting effect during look-ahead is executed is a part of the special period, it is easier to understand the special period during which the aspect of the target light-emitting effect can be customized compared to the case where the light-emitting effect during look-ahead is not executed.
[0168] (3) For example, when the brightness of all the light-emitting parts capable of performing the light-emitting effects is customized by the light-emitting customization, there is a risk that the player will not be able to enjoy the light-emitting effects when the customized brightness is lower than the brightness intended by the player. In response to this, among the light-emitting parts of the decorative lamp LA, the first light-emitting part LA1 emits light according to the customized brightness, while the second light-emitting part LA2 emits light according to a predetermined brightness. Note that the first light-emitting part LA1 is a light-emitting part provided on the front side of the mounting frame 11b, whereas the second light-emitting part LA2 is a light-emitting part provided on the front side of the game board YB. Therefore, even if the brightness of the first light-emitting part LA1 is customized, it is possible to prevent the light-emitting effects of the second light-emitting part LA2 performed on the game board YB from being unable to be enjoyed due to a decrease in brightness during the ball-entering look-ahead performance, the look-ahead light-emitting performance, and the target light-emitting performance being performed.
[0169] (4) For example, if the power supply is cut off during the execution of the ball-scoring performance and then resumed, the ball-scoring performance may suddenly be executed, which may surprise the player. In contrast, if the power supply is cut off during the execution of the ball-scoring performance and then resumed, the ball-scoring performance and the light-emitting performance during look-ahead are not executed. This prevents the player from being surprised after the power supply is resumed, and also prevents the player from being confused by the fact that the ball-scoring performance is not executed after the power supply is resumed, but the light-emitting performance during look-ahead is executed.
[0170] On the other hand, even if the power supply is cut off during the execution of the ball-entering look-ahead performance and then resumed, during the special period, which is the entire period until the target fluctuation starts, it is possible to customize the mode of the target light-emitting performance, and the target light-emitting performance can be executed during the execution of the target fluctuation. Therefore, even if the power supply is cut off during the execution of the ball-entering look-ahead performance and then resumed, it is possible to suitably customize the mode of the target light-emitting performance, and it is possible to enjoy the target light-emitting performance in the customized mode during the execution of the target fluctuation.
[0171] (5) In a specific situation, it is possible to newly execute the ball-entering pre-reading effect during the entire period from the end of the specified period in which the ball-entering pre-reading effect is executed to the start of the target fluctuation. This makes it possible to suggest the probability of a jackpot for the multiple first special games that are on hold. As a result, it is possible to heighten the expectation that the multiple first special games that are on hold will be a jackpot, further increasing interest in the game.
[0172] (6) For example, if a new ball-entering look-ahead effect is executed before the end of the specified period in which the ball-entering look-ahead effect is executed, it may be difficult to recognize that multiple ball-entering look-ahead effects have been executed. In contrast, during the specified period in which the ball-entering look-ahead effect is executed, the execution of a new ball-entering look-ahead effect triggered by the first special game being put on hold is restricted in a specific situation. Therefore, compared to a case in which the execution of a new ball-entering look-ahead effect is not restricted during the specified period, it is easier to recognize that multiple ball-entering look-ahead effects have been executed, and by making it possible to execute a new ball-entering look-ahead effect after the ball-entering look-ahead effect has ended, it is possible to suggest the probability of a jackpot for the multiple first special games that are put on hold.
[0173] (7) In addition to being able to infer the probability of a big win from the execution of the ball-entering look-ahead performance, the probability of a big win can also be inferred from the appearance of the light-emitting performance during look-ahead. In addition, during the special period, the appearance of the target light-emitting performance can be customized according to the probability of a big win inferred from the execution of the ball-entering look-ahead performance and the appearance of the light-emitting performance during look-ahead. For example, when the estimated probability of a big win is high, the appearance of the target light-emitting performance can be customized so that the appearance rate of the premium light-emitting pattern is high, thereby further increasing the expectation that the target light-emitting performance will be executed based on the premium light-emitting pattern. Therefore, it is possible to enjoy customizing the appearance of the target light-emitting performance.
[0174] (8) During the period from the end of the ball entry pre-reading performance to the start of the target variation, the lighting color of the decorative lamp LA may change from blue to red, which has a higher expectation of a jackpot than blue, so that the change in the lighting color of the decorative lamp LA can be noticed. For example, when the lighting color of the decorative lamp LA changes from blue to red, the appearance rate of the premium light-emitting pattern can be customized to have a high appearance rate, thereby further increasing the expectation that the target light-emitting performance will be executed based on the premium light-emitting pattern. Therefore, customizing the aspect of the target light-emitting performance can be made even more enjoyable.
[0175] (9) When the mode of the target light emission performance is customized, the target light emission performance can be executed according to the customized mode from the time when the variable game is started for the first time after the customization. On the other hand, when the mode of the ball entry time read-ahead performance is customized, the ball entry time read-ahead performance can be executed according to the customized mode from the customized timing. As a result, for example, even if a game ball enters the first starting hole 12 before the variable game is started for the first time after the mode of the ball entry time read-ahead performance is customized, the ball entry time read-ahead performance can be executed according to the customized mode. Therefore, when the mode of the performance is customized, the performance according to the customized mode can be enjoyed at a suitable timing according to the target performance.
[0176] (10) During the entire game period, the operation image SG, which is an image that displays information that can identify that pre-reading customization, target customization, and light emission customization are possible by operating the operation button BT, is displayed on the performance display device EH. This makes it possible to strongly impress upon the player that it is possible to customize the appearance of the ball-entering pre-reading performance, the appearance of the target light emission performance, and the light emission appearance of the first light-emitting part LA1. As a result, the player can proactively customize.
[0177] (11) The first status image JG1, the second status image JG2, and the third status image JG3 are displayed on the performance display device EH during the entire game period. This allows the player to customize the current state of the ball-entering performance, the current state of the target light-emitting performance, and the current light-emitting state of the first light-emitting part LA1 while checking them. Since the player can easily grasp the situation before and after customization, the player can easily customize the game compared to when these images are not displayed.
[0178] (13) When the ball scoring prediction performance is started, the ball scoring light performance and the ball scoring sound performance are started simultaneously, and the ball scoring light performance is executed for a longer period of time than the ball scoring sound performance. Therefore, even after the ball scoring sound performance has ended, by paying attention to the ball scoring light performance, it is possible to know that the ball scoring prediction performance has been executed.
[0179] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0180] The special period during which the target light emission effect can be customized may be a part of the period from when the ball-scoring effect starts until the target change starts. For example, it may be the period from when the ball-scoring effect ends until the target change starts, or it may be the period from a predetermined timing during the ball-scoring effect after the ball-scoring effect starts until the target change starts. Also, for example, it may be the period from when a predetermined time has passed after the ball-scoring effect ends until the target change starts, or it may be the period from when the special game starts for the first time after the ball-scoring effect ends until the target change starts. Also, for example, it may be the period from when the ball-scoring effect starts until the specified time before the target change starts.
[0181] In addition to the special period in the above embodiment, there may be a period during which the aspect of the target light emission effect can be customized. For example, the aspect of the target light emission effect can be customized during a jackpot game, or during a standby state. Also, for example, the aspect of the target light emission effect can be customized during the execution of a special game in one or both of the normal state and the advantageous state.
[0182] On the assumption that the ball-scoring prediction effect can be executed in both normal and advantageous states, the manner in which the target lighting effect is displayed may be configured so that it can be customized for special periods in normal states, but cannot be customized for special periods in advantageous states.
[0183] When the manner of the ball scoring look-ahead performance is customized, the ball scoring look-ahead performance may be able to be executed according to the customized ball scoring look-ahead information from the time the special game is started for the first time after the customization.
[0184] When the manner of the target light emission performance is customized, the target light emission performance may be executed according to the customized premium information from the customized timing.
[0185] When the light-emitting mode of the first light-emitting unit LA1 is customized, the first light-emitting unit LA1 may be configured to emit light according to the customized brightness information from the time the special game is started for the first time after the customization.
[0186] If the power supply to the pachinko gaming machine 10 is interrupted during the execution of the ball entry look-ahead performance or the look-ahead light-emitting performance, it may be possible to customize the aspect of the target light-emitting performance during a certain period from when the power supply is resumed without the main backup information and the sub backup information being initialized until the target fluctuation starts. For example, it may be possible to customize the aspect of the target light-emitting performance during a period from when a predetermined time has elapsed since the power supply was resumed until the target fluctuation starts.
[0187] The aspect of the ball scoring look-ahead effect that can be customized may not be whether or not the ball scoring look-ahead effect appears, but may be the appearance rate of the ball scoring look-ahead effect, assuming that the ball scoring look-ahead effect appears. In this case, the appearance rate of the ball scoring look-ahead effect may be configured to be customizable to either a low appearance rate or a high appearance rate. Also, the aspect of the ball scoring look-ahead effect may be configured to be customizable to either not appearing, appearing at a low appearance rate, or appearing at a high appearance rate.
[0188] The aspect of the target light-emitting performance that can be customized may be the presence or absence of the premium light-emitting pattern, rather than the appearance rate of the premium light-emitting pattern in the target light-emitting performance. In this case, the presence or absence of the premium light-emitting pattern may be configured to be customizable to either appearance or non-appearance. In addition, the aspect of the target light-emitting performance may be configured to be customizable to either not appearing, appearing at a low appearance rate, or appearing at a high appearance rate, based on the premium light-emitting pattern.
[0189] The aspect of the ball-scoring look-ahead effect that can be customized may be the visual aspect of the ball-scoring look-ahead effect, or the audio aspect that is output when the ball-scoring look-ahead effect is executed. Also, the aspect of the target light-emitting effect that can be customized may be the visual aspect of the target light-emitting effect.
[0190] The ball-entering light-up effect and the light-up effect during pre-reading in the ball-entering light-up effect may be executed by different light-emitting means. For example, there may be a first decorative lamp and a second decorative lamp, and the ball-entering light-up effect may be executed by the first decorative lamp, and the light-up effect during pre-reading may be executed by the second decorative lamp. In this case, the light-up effect during pre-reading may be an effect that can be executed in a specific period from when the ball-entering light-up effect starts until the target fluctuation starts. According to this, since the light-up effect during pre-reading can be executed even during the ball-entering light-up effect, the light-up color of both effects can be confirmed at the same time. Therefore, the jackpot expectation of the target fluctuation can be appropriately predicted.
[0191] In addition, if the special period is the entire period from when the ball-scoring look-ahead performance starts to when the target fluctuation starts, the specific period may be a part or all of the special period. Furthermore, even if the special period is a part of the period from when the ball-scoring look-ahead performance starts to when the target fluctuation starts, the specific period may be a part or all of the special period. In addition, in this modified example, when a new ball-scoring look-ahead performance is executed while a look-ahead light-emitting performance is being executed, the look-ahead light-emitting performance may be made to continue without ending.
[0192] In the above modified example, based on the presentation pattern of the light-emitting presentation during pre-reading, the state of the decorative lamp LA may change from a first state to a second state having a higher expectation of a jackpot than the first state during a specific period.
[0193] The light-up effect during pre-reading may be an effect that is executed intermittently during the period from the end of the pre-reading effect at the time of the ball entering until the target fluctuation starts, or during a specific period in the above-mentioned modified example. In this case, during the process in which the light-up effect during pre-reading is executed intermittently, the state of the decorative lamp LA may change from the first state to the second state, which has a higher expectation of a jackpot than the first state.
[0194] The ball entry pre-reading effect may be executed during a big win game. In this case, the CPU 51 may not determine whether a big win game is being played in the ball entry pre-reading effect process.
[0195] The ball entry look-ahead effect was an effect that could be executed when the first special game was put on hold as a result of the game ball entering the first starting hole 12, but in addition to or instead of this, the ball entry look-ahead effect may be an effect that can be executed when the second special game is put on hold as a result of the game ball entering the second starting hole 13. In this case, even when the ball entry look-ahead effect is executed as a result of the game ball entering the second starting hole 13, the look-ahead light-up effect and the target light-up effect may be executed in the same way as when the ball entry look-ahead effect is executed as a result of the game ball entering the first starting hole 12.
[0196] The light-emitting effect when the ball goes in may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The light-emitting effect during pre-reading may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The target light-emitting effect may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2.
[0197] In the pachinko gaming machine 10, the first light-emitting unit LA1 may be a light-emitting unit included in a light-emitting means different from the decorative lamp LA instead of the decorative lamp LA. Similarly, the second light-emitting unit LA2 may be a light-emitting unit included in a light-emitting means different from the decorative lamp LA. Both the first light-emitting unit LA1 and the second light-emitting unit LA2 may be light-emitting units that emit light during the ball-entering look-ahead performance, the look-ahead light-emitting performance, and the target light-emitting performance.
[0198] During execution of the ball entry pre-reading effect, the execution of a new ball entry pre-reading effect is restricted when the game ball enters the first starting hole 12, but this is not limited to this. For example, even if the ball entry pre-reading effect is being executed, if the ball entry sound effect has ended, the game ball entering the first starting hole 12 may be triggered to execute a new ball entry sound effect.
[0199] Restricting the execution of the ball scoring look-ahead effect may mean not executing part of the ball scoring look-ahead effect. For example, restricting the execution of the ball scoring look-ahead effect may mean not executing either the ball scoring light effect or the ball scoring sound effect.
[0200] In the ball-scoring pre-reading performance, the ball-scoring sound performance may end after the ball-scoring light performance. In this case, the period during which the ball-scoring pre-reading performance is executed is the period from when the ball-scoring pre-reading performance (ball-scoring sound performance and ball-scoring light performance) starts to when the ball-scoring sound performance ends. Furthermore, in this case, even if the ball-scoring pre-reading performance is being executed, if the ball-scoring light performance has ended, a new ball-scoring light performance may be executed when the game ball enters the first starting hole 12.
[0201] In the ball scoring predictive performance, the ball scoring light performance and the ball scoring sound performance may end at the same time. There may be a period of time during which execution of a new ball-scoring look-ahead performance is restricted after the ball-scoring look-ahead performance has ended. For example, after the ball-scoring look-ahead performance has ended, execution of a new ball-scoring look-ahead performance may be restricted until the target fluctuation ends. And, even during the period during which execution of a new ball-scoring look-ahead performance is restricted after the ball-scoring look-ahead performance has ended, the aspect of the ball-scoring look-ahead performance may be customizable.
[0202] The pre-reading light-emitting performance may be executed for the target change corresponding to the newly executed pre-reading performance when a new pre-reading performance is executed during the period from the end of the pre-reading performance when the ball is scored to the start of the target change. The light-emitting pattern of the pre-reading light-emitting performance may be newly determined by a lottery using a predetermined random number when a new pre-reading performance is executed, and the pre-reading light-emitting performance may be executed for the target change corresponding to the newly executed pre-reading performance when the ball is scored based on the determined light-emitting pattern. In this case, the target light-emitting performance may also be executed for the target change corresponding to the newly executed pre-reading performance when the ball is scored. And, it is preferable that the mode of the target light-emitting performance can be customized until the target change corresponding to the newly executed pre-reading performance when the ball is scored is started. In this case, the pre-reading light-emitting performance for the target change corresponding to the previously executed pre-reading performance when the ball is scored may be terminated. Also, the target light-emitting performance for the target change corresponding to the previously executed pre-reading performance when the ball is scored may not be executed.
[0203] During target fluctuation, a specific effect that is different from the target light emission effect and whose appearance can be customized may be executed. In this case, it is preferable that the appearance of the specific effect can be customized during the special period, similar to the target light emission effect.
[0204] When the ball-scoring look-ahead performance is executed while the look-ahead light-emitting performance is being executed, the decorative lamp LA is configured to stop the look-ahead light-emitting performance, but it is also possible to have either the first light-emitting unit LA1 or the second light-emitting unit LA2 continue to execute the look-ahead light-emitting performance while the other light-emitting unit executes the ball-scoring look-ahead performance. In other words, when the ball-scoring look-ahead performance is executed while the look-ahead light-emitting performance is being executed, it is also possible to have a part of the look-ahead light-emitting performance limited while the ball-scoring look-ahead performance is being executed.
[0205] In the above embodiment, when the ball-entering pre-reading performance is executed during the execution of the target light-emitting performance, the decorative lamp LA may be configured to execute the ball-entering pre-reading performance in priority to the target light-emitting performance. In other words, when the ball-entering pre-reading performance is executed during the execution of the target light-emitting performance, the decorative lamp LA may stop the target light-emitting performance and execute the ball-entering pre-reading performance of the ball-entering pre-reading performance. Then, when the target fluctuation has not ended after the ball-entering pre-reading performance ends, the decorative lamp LA may execute the target light-emitting performance that was stopped until the target fluctuation ends again. Alternatively, when the ball-entering pre-reading performance is executed during the execution of the target light-emitting performance, the target light-emitting performance may be continued in one of the first light-emitting unit LA1 and the second light-emitting unit LA2, while the ball-entering pre-reading performance may be executed in the other light-emitting unit. In other words, when the ball-entering pre-reading performance is executed during the execution of the target light-emitting performance, a part of the target light-emitting performance may be restricted during the execution of the ball-entering pre-reading performance.
[0206] The possibility of executing the light-emitting effect during pre-reading may be determined by a lottery that is independent of the possibility of executing the light-emitting effect when the ball enters the ball. In this case, for example, during the period from when the pre-reading effect when the ball enters the ball is executed until the target movement starts, the possibility of executing the light-emitting effect during pre-reading may be determined by a lottery using a predetermined random number when the game ball enters the first starting hole 12. Then, the light-emitting effect during pre-reading may be executed from the timing when it is determined to execute the light-emitting effect during pre-reading.
[0207] In the light-emitting performance during pre-reading, the expected probability of a jackpot indicated when the decorative lamp LA lights up in blue may be a lower expected probability of a jackpot indicated when the decorative lamp LA flashes in white in the pre-reading performance when the ball enters the ball, or may be a higher expected probability of a jackpot indicated when the decorative lamp LA flashes in white.
[0208] If the ball-entering pre-reading effect is not executed when the game ball enters the first starting hole 12, the special ball-entering sound may not be output from the speaker SP, and instead a normal ball-entering sound different from the special ball-entering sound may be output.
[0209] In addition to or instead of the above embodiment, the volume of the sound output from the speaker SP may be configured to be customizable to one of a plurality of volume levels. In this case, it is preferable that the player can customize the volume by operating the operation means. The operation means may be the operation button BT or may be an operation means provided in the pachinko gaming machine 10 as an operation means different from the operation button BT. In this case, the period during which the volume can be customized may be the entire game period or during the standby state. Also, the period during which the volume can be customized may be any predetermined period during the execution of the special game.
[0210] The operation image SG does not have to be displayed during the entire game period, and there may be a period during which the operation image SG is not displayed. For example, the operation image SG may not be displayed during a special game. Also, for example, the operation image SG may not be displayed during a big win game.
[0211] The first status image JG1 may not be displayed during the entire game period, and may have a period during which it is not displayed. For example, the first status image JG1 may not be displayed during the execution of a special game. The first status image JG1 may be displayed when the mode of the ball-entering pre-reading performance is customized. In this case, it is preferable that the first status image JG1 is not displayed when a predetermined time has elapsed after the first status image JG1 is displayed. The same applies to the second status image JG2 and the third status image JG3. In this case, it is preferable that the second status image JG2 is displayed when the mode of the target light-emitting performance is customized, and the third status image JG3 is displayed when the light-emitting mode of the first light-emitting unit LA1 is customized.
[0212] A specific display device capable of displaying images may be provided separately from the performance display device EH, and the operation image SG may be displayed on the specific display device without being displayed on the performance display device EH. Similarly, some or all of the images of the first status image JG1 to the third status image JG3 may be displayed on the specific display device.
[0213] ·There may be a special effect that can be customized as an effect different from the ball-entering effect and the target light-emitting effect. The special effect may be an effect that can be executed during the target change of the ball-entering effect, or may be an effect that can be executed during the execution of a special game different from the target change of the ball-entering effect. In addition, there may be multiple types of special effects, and the period during which customization is possible may differ depending on the type of effect. In this case, for example, the special effect may include an effect that can be customized during the entire game period. In addition, for example, the special effect may include an effect that can be customized during the entire game period excluding the period during which the jackpot game is executed. In addition, for example, the special effect may include an effect that can be customized during the special period in the above embodiment.
[0214] When the mode of the target light-emitting effect is customized, the customized mode can be reflected in the target light-emitting effect from the first time the special game is started after the customization, but a predetermined notification may be executed during the period from when the mode of the target light-emitting effect is customized to when the first special game is started. The predetermined notification may be a notification that can specify the period from when the mode of the target light-emitting effect is customized to when the customized mode can be reflected in the effect. The predetermined notification may also be a notification that can specify the timing when the customized mode can be reflected in the effect.
[0215] The notification means for executing the predetermined notification may be a performance execution means. For example, the predetermined notification may be either or both of a notification for displaying an image and a notification for outputting a sound. In this case, when the CPU 51 updates the provisional setting information stored in the RWM 53 by inputting an operation signal from the down button DBT in a situation where the remaining number of games information is not 0, the CPU 51 may store the customizing information in the RWM 53 and erase the customizing information at the timing when the variation end command is first input. Depending on whether the customizing information is stored, the CPU 51 can specify the period from when the provisional setting information is updated by inputting an operation signal from the down button DBT in a situation where the remaining number of games information is not 0 to when the variation end command is first input. After updating the provisional setting information, the CPU 51 may erase the provisional setting information together with the customizing information at the timing when the variation end command is first input. Then, the CPU 51 may control the performance execution means to execute the predetermined notification when the customizing information is stored. In addition, the special effects in the above modified example may also include effects that can reflect the customized special effects from the time when the special game is started for the first time after the special effects are customized, similar to the target light emission effects. In addition, a predetermined notification may be made executable during the period from when the special effects are customized to when the first special game is started.
[0216] In the above modification, when the power supply to the pachinko gaming machine 10 is cut off during the execution of the predetermined notification, the predetermined notification may not be executed after the power supply is resumed. In this case, the customization information may be erased at the timing when the power supply to the pachinko gaming machine 10 is cut off. Also, the customization information and the provisional setting information may be erased at the timing when the power supply to the pachinko gaming machine 10 is cut off.
[0217] During the special period in the above embodiment, a special notification that can identify the special period may be executed. For example, the special notification may be a notification in which an image that can identify that the period is a period in which the aspect of the target light emission performance can be customized is displayed on the performance display device EH. For example, the special notification may be a notification in which a sound that can identify that the period is a period in which the aspect of the target light emission performance can be customized is output from the speaker SP.
[0218] Each of the upper button UBT, the lower button DBT, the left button LBT, and the right button RBT constituting the operation button BT may have a built-in light-emitting body. In addition, during the period in which the aspect of the ball-entering pre-reading performance can be customized, the light-emitting body built into the upper button UBT may be made to emit light. Also, during the period in which the aspect of the target light-emitting performance can be customized, the light-emitting body built into the lower button DBT may be made to emit light. Furthermore, during the period in which the light-emitting aspect of the first light-emitting unit LA1 can be customized, the light-emitting body built into each of the left button LBT and the right button RBT may be made to emit light. In this case, the light-emitting aspect of the light-emitting body built into each button may suggest the content that is customized. For example, there are a first light-emitting aspect and a second light-emitting aspect in which the light-emitting color of the upper button UBT is different, and when it is the first light-emitting aspect, it may be suggested that the ball-entering pre-reading information will appear, while when it is the second light-emitting aspect, it may be suggested that the ball-entering pre-reading information will not appear. Also, for example, there may be a first light-emitting mode and a second light-emitting mode in which the light-emitting color of the down button DBT is different, and when it is the first light-emitting mode, it may be suggested that the premium information has a high appearance rate, while when it is the second light-emitting mode, it may be suggested that the premium information has a low appearance rate. Also, for example, there may be a first light-emitting mode, a second light-emitting mode, and a third light-emitting mode in which the light-emitting color of the left button LBT and the right button RBT is different, and when it is the first light-emitting mode, it may be suggested that the luminance information is low luminance. When it is the second light-emitting mode, it may be suggested that the luminance information is medium luminance. When it is the third light-emitting mode, it may be suggested that the luminance information is high luminance.
[0219] When a special game is put on hold, a reserved image that can identify that the special game is put on hold may be displayed. The reserved image may have a plurality of display modes, and the probability that the reserved image is displayed in a specific display mode among the plurality of display modes may be customizable. In this case, the period that can be customized may be the entire game period, or may be a period of the entire game period excluding the period during which a jackpot game is executed. The period that can be customized may also be a special period.
[0220] The pachinko gaming machine 10 may be provided with a movable body capable of executing a moving effect. The probability of the moving effect being executed may be customizable. In addition to or instead of this, it may be customizable whether or not the moving effect is executed. In this case, the period during which customization is possible may be the entire game period, or may be a period of the entire game period excluding the period during which the jackpot game is executed. The period during which customization is possible may be a special period.
[0221] The target light emission effect may be an effect that is executed during a part of the period during which the target fluctuation is being executed. For example, the target light emission effect may be an effect that is executed during the period from when the target fluctuation starts until when a specific reach effect starts.
[0222] The target light emission performance is a performance in which the decorative lamp LA flashes in a predetermined light emission pattern, but the flashing mode of the decorative lamp LA may have multiple flashing modes. For example, the decorative lamp LA may have a normal flashing mode in which the decorative lamp LA repeats on-off-on in a first cycle (for example, 0.5 second intervals) and a high-speed flashing mode in which the decorative lamp LA repeats on-off-on in a second cycle (for example, 0.1 second intervals). The premium light emission pattern may be a flashing mode that flashes at a constant cycle all the time. In addition, when the decorative lamp LA flashes blue and when it flashes red, the expected probability of a big win of the target fluctuation suggested in the high-speed flashing mode may be higher than that in the low-speed flashing mode. In this case, the expected probability of a big win suggested by the target light emission performance may be set in the following order: low-speed blue flashing mode < low-speed red flashing mode < high-speed blue flashing mode < high-speed red flashing mode < rainbow flashing mode. When the CPU 51 does not execute the target light-emitting performance based on the premium light-emitting pattern, it is preferable that the CPU 51 determines the blinking mode of the target light-emitting performance by lottery using a predetermined random number based on the variation pattern of the target variation that can be specified from the input look-ahead command. According to this, even if the decorative lamp LA blinks blue or red when the target light-emitting performance is executed after the look-ahead light-emitting performance is executed, the player can grasp the jackpot expectancy of the target variation in more detail than when the look-ahead light-emitting performance is executed, depending on whether the blinking mode is a slow blinking mode or a fast blinking mode.
[0223] In the above embodiment, the order of the number of light colors that the decorative lamp LA can emit is the ball-entering look-ahead performance < the light-emitting performance during look-ahead performance < the target light-emitting performance, but this is not limited to the above. For example, the number of types of performances executed may be configured to be in the order of ball-entering look-ahead performance < the light-emitting performance during look-ahead performance < the target light-emitting performance. In addition, the type of performance may be configured so that the expected degree of a jackpot of the target fluctuation suggested by the type of performance is different. Here, the type of performance is not limited to the light-emitting color that the decorative lamp LA can emit, but may also be the type of speed at which the decorative lamp LA flashes. Also, for example, the type of performance may be the type of a predetermined image, on the premise that a predetermined image corresponding to each performance is displayed on the performance display device EH when each of the ball-entering look-ahead performance, the light-emitting performance during look-ahead performance, and the target light-emitting performance is executed. In this case, for example, when the ball-entering look-ahead performance is executed, one type of predetermined image is displayed, when the light-emitting performance during look-ahead performance is executed, one of the two types of predetermined images is displayed, and when the target light-emitting performance is executed, one of the three types of predetermined images is displayed.
[0224] The type of effect may be a type of predetermined sound, on the premise that a predetermined sound corresponding to each effect is output from the speaker SP when the ball-scoring effect, the light-emitting effect during look-ahead, and the target light-emitting effect are executed. In this case, for example, when the ball-scoring effect is executed, one type of predetermined sound is output, when the light-emitting effect during look-ahead is executed, one of two types of predetermined sounds is output, and when the target light-emitting effect is executed, one of three types of predetermined sounds is output.
[0225] When customizing the aspect of the ball-scoring performance, when customizing the aspect of the target-reading performance, and when customizing the light-emitting aspect of the first light-emitting element LA1, all of these aspects can be customized by operating the operation button BT, but this is not limited to this. It may be possible to provide an operation means other than the operation button BT and customize some of these aspects by operating an operation means other than the operation button BT.
[0226] The jackpot expectation in the above embodiment may be a small jackpot expectation. Also, the jackpot expectation in the above embodiment may be a sum of the jackpot expectation and the small jackpot expectation.
[0227] The ball-entering pre-reading effect is designed not to be executed during big win play, but in addition to this, or instead, it may be designed not to be executed during small win play. The pachinko gaming machine 10 may be configured to execute an initialization notification for a predetermined time when the pachinko gaming machine 10 is started with the initialization of the main backup information. In addition, the pachinko gaming machine 10 may be configured to customize the appearance of the ball-entering look-ahead performance and the light-emitting appearance of the first light-emitting unit LA1 even during the execution of the initialization notification. On the other hand, the pachinko gaming machine 10 may be configured not to customize the appearance of the ball-entering look-ahead performance and the light-emitting appearance of the first light-emitting unit LA1 during the execution of the initialization notification.
[0228] The pachinko gaming machine 10 may be configured to detect a predetermined error and to execute an error notification when a predetermined error occurs. Examples of the predetermined error include a magnetic error, an induced magnetic field detection error, a large prize slot illegal entry error, a wire break error, a door open error, and a payout error. The magnetic error is a state in which a magnetic field of a predetermined strength or more is detected by a magnetic sensor arranged in the pachinko gaming machine 10 as part of fraud prevention measures. The induced magnetic field detection error is a state in which radio waves of a specific frequency band are detected by an induced magnetic field detection sensor (radio wave sensor) arranged in the pachinko gaming machine 10 as part of fraud prevention measures. The large prize slot illegal entry error is a state in which an illegal entry of a ball into the large prize slot is detected. The wire break error is a state in which an abnormality occurs in the connection of the switches on the board. The door open error is a state in which the mounting frame 11b of the pachinko gaming machine 10 is open. A payout error is a state in which an error related to payout occurs on the payout control board side (not shown) provided in the pachinko gaming machine 10.
[0229] In the above modified example, the aspect of the ball scoring look-ahead presentation, the aspect of the target light-emitting presentation, and the light-emitting aspect of the first light-emitting element LA1 may be configured to be customizable even during execution of an error notification targeting some or all of the errors. On the other hand, in the above modified example, the aspect of the ball scoring look-ahead presentation and the light-emitting aspect of the first light-emitting element LA1 may not be customizable during execution of an error notification targeting some or all of the errors.
[0230] The pachinko gaming machine 10 may be equipped with a function (so-called complete function) that stops the operation of the pachinko gaming machine 10 before the reference number (value) so that the number of balls dispensed by the pachinko gaming machine 10 does not exceed the reference number (value). The pachinko gaming machine 10 may be configured to be able to customize the appearance of the ball-entering look-ahead presentation, the appearance of the target light-emitting presentation, and the light-emitting appearance of the first light-emitting unit LA1 even during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function. On the other hand, the pachinko gaming machine 10 may be configured not to be able to customize the appearance of the ball-entering look-ahead presentation, the appearance of the target light-emitting presentation, and the light-emitting appearance of the first light-emitting unit LA1 during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function.
[0231] The pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of special games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called "V zone") (so-called V-variable machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-variable machine specification.
[0232] If a small win is won in the special lottery, a small win game (win game) may be awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is awarded per unit time may be increased (so-called small win RUSH) compared to the normal state.
[0233] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates game balls, which are an example of a game medium, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0234] The pachinko game machine 10 may adopt a specification classified as the second type, also called the "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.
[0235] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may have a display control substrate that specializes in controlling the performance display device EH, a sound control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, sound control substrate, and lamp control substrate may be the same substrate. Also, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.
[0236] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main board 40 and the sub-board 50. The functions of the main board 40 may be divided and realized on multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.
[0237] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described. (a) A gaming machine capable of executing a variable game and capable of customizing the effects by operating an operation means operable by a player, the gaming machine comprising: a specific ball entry port through which a game ball can enter; a winning lottery means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry port; a hold means for holding a variable game in response to the entry of a game ball into the specific ball entry port; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, the effects including a specific look-ahead effect suggesting the probability of a winning of a variable game on hold; and a predetermined effect which is different from the specific look-ahead effect and can be executed during the execution of a variable game, the aspect of the specific look-ahead effect and the aspect of the predetermined effect being customizable, and the specific look-ahead effect A gaming machine characterized in that, among the situations in which the aspect of the predetermined effect is customized, there is a specific situation, and the specific look-ahead effect is an effect that can be executed in response to a variable game being put on hold when the specific situation exists, and when the specific look-ahead effect is executed in response to a variable game being put on hold when the specific situation exists, the pending variable game that is the subject of the specific look-ahead effect is set to a specific variable game, it is possible to customize the aspect of the predetermined effect during a special period which is a part or all of the period from the start of the specific look-ahead effect to the start of the specific variable game, and when the aspect of the predetermined effect is customized during the special period, the predetermined effect can be executed during the execution of the specific variable game in accordance with the customized aspect.
[0238] (b) A gaming machine as described in technical idea (a) which is provided with a predetermined light-emitting means, and which, during execution of the specific look-ahead performance, emits light separately from the specific performance, and which has a first light-emitting section and a second light-emitting section, and which allows customization of the mode of the specific look-ahead performance, the mode of the specific performance, and the light-emitting mode of the first light-emitting section, and which, during execution of the specific look-ahead performance, the first light-emitting section emits light according to the customized light-emitting mode, and the second light-emitting section emits light according to a predetermined brightness.
[0239] (c) A gaming machine according to the technical idea (a) in which the effects can be executed during a specific period from when the specific look-ahead effect is started to when the specific variable game is started, and a special effect is included which suggests a different expected probability of winning for the specific variable game than that of the specific look-ahead effect, the specific period is a part or all of the special period, there are a plurality of types of the special effect, and the expected probability of winning for the specific variable game suggested by the type of the special effect differs.
[0240] (ii) A gaming machine according to the technical idea (i), in which the effects can be executed during a specific period from when the specific look-ahead effect is started to when the specific variable game is started, and there is a special effect that suggests a different probability of winning for the specific variable game than that of the specific look-ahead effect, the specific period is a part or all of the special period, the form of the special effect includes a first form and a second form having a higher probability of winning than the first form, and during the specific period, the form of the special effect may change from the first form to the second form. [Explanation of symbols]
[0241] 10...Pachinko game machine 12...First starting hole 40...Main board 41...CPU 42...ROM 43...RWM 44...Random number generation circuit 45...RWM clear switch 50...Sub-board 51...CPU 52...ROM 53...RWM 60...Power supply unit 61...Power switch 62...Back-up power supply BT...Operation button EH...Performance display device EP11, EP12, EP21-EP23, EP31-EP34, EP41-EP45...Performance pattern JG1-JG3...Status image LA...Decorative lamp LA1...First light-emitting section LA2...Second light-emitting section SG...Operation image SP...Speaker
Claims
1. A gaming machine capable of executing a variable game and allowing a player to customize the presentation by operating an operating means operable by the player, A specific ball entry port through which game balls can enter; a winning lottery drawing means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry opening; A reservation means for reserving a variable game in response to a game ball entering the specific ball entrance; A performance execution means capable of executing a performance; A performance control means capable of controlling the performance execution means, The effects include a specific look-ahead effect that suggests a winning expectation of a pending variable game, and a predetermined effect that is different from the specific look-ahead effect and can be executed during the execution of the variable game. The specific look-ahead performance and the predetermined performance can be customized. The situation in which the specific look-ahead performance is customized includes a specific situation, The specific pre-reading effect is an effect that can be executed when the variable game is suspended in the specific situation, When the specific look-ahead performance is executed as a result of the variable game being put on hold under the specific situation, the pending variable game that is the target of the specific look-ahead performance is set as a specific variable game, and during a special period that is a part or all of the period from the start of the specific look-ahead performance to the start of the specific variable game, it is possible to customize the aspect of the predetermined performance, When the mode of the predetermined effect is customized during the special period, the predetermined effect can be executed during the execution of the specific variable game in accordance with the customized mode, The specific look-ahead performance is executed for a predetermined period of time, During the entire period from the end of the predetermined period to the start of the specific variable game, a specific pre-reading performance can be newly executed in response to the fact that the variable game is suspended when the specific situation occurs, In addition to the specific look-ahead effect and the predetermined effect, the effect includes a special effect that can be executed during a specific period from when the specific look-ahead effect starts to when the specific variable game starts, and the specific period is a part or all of the special period, A gaming machine characterized in that, when the specific look-ahead performance and the special performance are executed, a light emitting means for executing the specific look-ahead performance and a light emitting means for executing the special performance are different from each other.
2. A gaming machine capable of executing a variable game and allowing a player to customize the presentation by operating an operating means operable by the player, A specific ball entry port through which game balls can enter; a winning lottery drawing means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry opening; A reservation means for reserving a variable game in response to a game ball entering the specific ball entrance; A performance execution means capable of executing a performance; A performance control means capable of controlling the performance execution means, The effects include a specific look-ahead effect that suggests a winning expectation of a pending variable game, and a predetermined effect that is different from the specific look-ahead effect and can be executed during the execution of the variable game. The specific look-ahead performance and the predetermined performance can be customized. The situation in which the specific look-ahead performance is customized includes a specific situation, The specific pre-reading effect is an effect that can be executed when the variable game is suspended in the specific situation, When the specific look-ahead performance is executed as a result of the variable game being put on hold under the specific situation, the pending variable game that is the target of the specific look-ahead performance is set as a specific variable game, and during a special period that is a part or all of the period from the start of the specific look-ahead performance to the start of the specific variable game, it is possible to customize the aspect of the predetermined performance, When the mode of the predetermined effect is customized during the special period, the predetermined effect can be executed during the execution of the specific variable game in accordance with the customized mode, The specific look-ahead performance is executed for a predetermined period of time, During the entire period from the end of the predetermined period to the start of the specific variable game, a specific pre-reading performance cannot be newly executed in response to the variable game being suspended when the specific situation occurs, In addition to the specific look-ahead effect and the predetermined effect, the effect includes a special effect that can be executed during a specific period from when the specific look-ahead effect starts to when the specific variable game starts, and the specific period is a part or all of the special period, A gaming machine characterized in that, when the specific look-ahead performance and the special performance are executed, a light emitting means for executing the specific look-ahead performance and a light emitting means for executing the special performance are different from each other.
3. The gaming machine is capable of executing control related to a complete function, 3. The gaming machine according to claim 1, wherein the manner of the specific look-ahead presentation and the manner of the predetermined presentation can be customized even during a period in which control related to the complete function is being executed.
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