Gaming Machines
The integration of a power generating mechanism and diverse presentation methods in pachinko gaming machines addresses the lack of engagement, offering varied and recognizable notifications to enhance player interest.
Patent Information
- Application Number
- JP2023088471
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-30
- Publication Date
- 2025-05-20
- Estimated Expiration
- 2043-05-30
AI Technical Summary
Conventional pachinko gaming machines lack engaging presentation methods to enhance player interest.
Incorporation of a specific device with a power generating mechanism and a non-specific device, enabling variable games, specific and non-specific presentations, and notifications such as vibration, sound, and light effects, which can be recognized differently by players and non-players.
Enhances player engagement through varied and recognizable notifications, improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines that perform various effects, such as the gaming machine described in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2008-119131 A Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, it is desirable to improve the presentation to increase the interest. [Means for solving the problem]
[0005] The gaming machine that solves the above problem includes a specific device including a specific power generating device, a non-specific device including a non-specific power generating device different from the specific power generating device, and a control means. A variable game execution means capable of executing a variable game; The specific performance by the specific device and the non-specific performance by the non-specific device can be executed, and the specific performance is executed by the specific power generating device. identification The non-specific performance includes a swing performance, and the non-specific performance is performed by the non-specific power generating device. non-specific The non-specific effect includes a swing effect, and the non-specific effect is an effect that can be executed in a manner that can be recognized by non-players, and the specific effect is an effect that cannot be recognized by non-players or can be executed in a manner that is more difficult for non-players to recognize than the non-specific effect. When the variable game is not being executed, a specific notification can be executed by the specific device, and the specific notification includes a vibration notification by the specific power generating device and a sound notification by a sound output device. When the power supply is interrupted during the execution of the specific notification and then the power supply is started, the specific notification can be newly executed based on the start of the power supply. The gist of the present invention is as follows. The gaming machine that solves the above problem comprises a specific device including a specific power generating device, a non-specific device including a non-specific power generating device different from the specific power generating device, a control means, and a variable game execution means capable of executing a variable game, and is capable of executing a specific presentation by the specific device and a non-specific presentation by the non-specific device, the specific presentation including a specific oscillation presentation by the specific power generating device, the non-specific presentation including a non-specific oscillation presentation by the non-specific power generating device, the non-specific presentation being a presentation that can be executed in a manner that can be recognized by non-players, the specific presentation being a presentation that cannot be recognized by non-players or that can be executed in a manner that is difficult for non-players to recognize compared to the non-specific presentation, the gaming machine is capable of executing a specific notification by the specific device during a predetermined period when the variable game is not being executed and when a winning game is not being executed, the specific notification including an oscillation notification by the specific power generating device and a sound notification by a sound output device, and the specific notification being a notification different from a notification regarding the expectation degree of granting a privilege. Effect of the Invention
[0006] According to the present invention, it is possible to improve interest. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view that diagrammatically illustrates a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing a schematic diagram of the game board. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 5] FIG. 5 is a diagram showing an example of an execution mode of a specific effect. [Figure 6] FIG. 6 is a diagram showing an example of an execution mode of a specific effect. [Figure 7] FIG. 7 is a diagram showing an example of an execution mode of a non-specific performance. [Figure 8] 8(a) to 8(f) are diagrams showing an example of an execution mode of the customization effect. [Figure 9] 9(a) and 9(b) are diagrams showing an example of a specific execution mode of a specific effect and a non-specific effect. [Figure 10] FIG. 10 is a perspective view that diagrammatically illustrates a pachinko gaming machine according to the second embodiment. [Figure 11] FIG. 11 is a diagram showing an example of an execution mode of a special notification in the second embodiment. [Figure 12] FIG. 12 is a diagram showing an example of a specific execution mode of a specific effect and a non-specific effect in the second embodiment. [Figure 13] FIG. 13 is a diagram showing an example of an execution mode of a special notification in the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] [First embodiment] A first embodiment of a pachinko gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various game components. In the pachinko gaming machine 10, the mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.
[0010] The pachinko gaming machine 10 is equipped with a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. The launch handle HD is provided on the surface side (front side) of the mounting frame 11b. The pachinko gaming machine 10 is equipped with an effect button BT. The effect button BT is configured to include a single operable portion (operation unit). As an example, the effect button BT is configured to include a button-type operation unit that can be pressed. The effect button BT is provided on the surface side (front side) of the mounting frame 11b.
[0011] The pachinko gaming machine 10 is equipped with a performance device (announcement device) capable of executing various performances and various announcements. As an example, the performance device (announcement device) includes a specific device and a non-specific device different from the specific device. As an example, the specific device is a device that is easily attached and detached. As an example, the non-specific device is a device that is difficult to attach and detach. As an example, the specific device may be a detachable device. As an example, the non-specific device may be a non-detachable device.
[0012] As an example, the pachinko game machine 10 is equipped with a performance unit 60 as a specific device. As an example, the performance unit 60 is a rectangular member. As an example, the performance unit 60 is attached to and detached from the surface side (front side) of the mounting frame 11b. As an example, the mounting frame 11b has an attachment part on the front side (not shown). As an example, the performance unit 60 has an attachment part on the back side (not shown). As an example, one of the attachment part on the performance unit 60 side and the attachment part on the mounting frame 11b side is a convex part. As an example, the other of the attachment part on the performance unit 60 side and the attachment part on the mounting frame 11b side is a concave part. As an example, the performance unit 60 is attached to the surface side (front side) of the mounting frame 11b by inserting the convex part, which is one of the attachment parts on the performance unit 60 side and the mounting part on the mounting frame 11b side, into the concave part, which is the other. As an example, the performance unit 60 is removed from the mounting frame 11b by removing the convex portion, which is one of the mounting portions on the performance unit 60 side and the mounting frame 11b side, from the concave portion, which is the other.
[0013] The performance unit 60 includes a first speaker SP1. As an example, the first speaker SP1 is fixed to the performance unit 60 using nails, screws, or the like. The first speaker SP1 is capable of executing a sound performance. The sound performance by the first speaker SP1 is a performance in which a predetermined sound is output by the first speaker SP1. For example, the predetermined sound is a piece of music, a human voice, a sound effect, or the like. The first speaker SP1 is capable of executing a sound notification. The sound notification by the first speaker SP1 is a notification in which a predetermined sound is output by the first speaker SP1. The first speaker SP1 is an example of a sound output means.
[0014] The performance unit 60 includes a first decorative lamp LA1. As an example, the first decorative lamp LA1 is fixed to the performance unit 60 using nails, screws, or the like. The first decorative lamp LA1 is capable of performing light-emitting performances. The light-emitting performance by the first decorative lamp LA1 is a performance that is performed by turning on, blinking, and extinguishing an illuminant (not shown) built into the first decorative lamp LA1. The first decorative lamp LA1 is capable of performing light-emitting notification. The light-emitting notification by the first decorative lamp LA1 is a notification that is performed by turning on, blinking, and extinguishing an illuminant (not shown) built into the first decorative lamp LA1.
[0015] The presentation unit 60 includes a first vibration motor SM1 capable of generating vibrations. As an example, the first vibration motor SM1 is built into the presentation unit 60. As a result, the first vibration motor SM1 can impart the generated vibrations to the presentation unit 60. The pachinko game machine 10 can execute a rocking presentation by the presentation unit 60 by the first vibration motor SM1 generating vibrations. The rocking presentation by the presentation unit 60 is a presentation in which the first vibration motor SM1 rocks the presentation unit 60. The pachinko game machine 10 can execute a rocking notification by the presentation unit 60 by the first vibration motor SM1 generating vibrations. The rocking notification by the presentation unit 60 is a notification in which the first vibration motor SM1 rocks the presentation unit 60. The first vibration motor SM1 is an example of a specific power generating device. The presentation unit 60, which is configured to include the first vibration motor SM1, is an example of a specific device including a specific power generating device. The first vibration motor SM1 is an example of a specific power generating means.
[0016] The performance unit 60 includes a first performance display device EH1. As an example, the first performance display device EH1 is fixed to the performance unit 60 using nails, screws, or the like. The first performance display device EH1 has a display area R1. The display area R1 is an area capable of displaying an image as information. As an example, the first performance display device EH1 is a liquid crystal device. The first performance display device EH1 is capable of executing a display performance. The display performance by the first performance display device EH1 is a performance in which a predetermined object is displayed as an image in the display area R1. For example, the predetermined object is a performance pattern, a character, a landscape, a letter, a number, a symbol, and the like. The first performance display device EH1 is capable of executing a display notification. The display notification by the first performance display device EH1 is a notification in which a predetermined object is displayed as an image in the display area R1.
[0017] The pachinko gaming machine 10 includes a second speaker SP2 as a non-specific device. The second speaker SP2 is provided on the surface side (front side) of the mounting frame 11b. As an example, the second speaker SP2 is fixed to the mounting frame 11b using nails, screws, or the like. The second speaker SP2 is capable of executing sound effects. The sound effects by the second speaker SP2 are effects in which a predetermined sound is output by the second speaker SP2. The second speaker SP2 is capable of executing sound notifications. The sound notifications by the second speaker SP2 are notifications in which a predetermined sound is output by the second speaker SP2. The second speaker SP2 is an example of a sound output means.
[0018] The pachinko gaming machine 10 is equipped with a second decorative lamp LA2 as a non-specific device. The second decorative lamp LA2 is provided on the surface side (front side) of the mounting frame 11b. As an example, the second decorative lamp LA2 is fixed to the mounting frame 11b using nails, screws, or the like. The second decorative lamp LA2 is capable of performing light-emitting effects. The light-emitting effects by the second decorative lamp LA2 are effects that are produced by turning on, blinking, and extinguishing a light-emitting body (not shown) built into the second decorative lamp LA2. The second decorative lamp LA2 is capable of performing light-emitting notifications. The light-emitting notifications by the second decorative lamp LA2 are notifications that are produced by turning on, blinking, and extinguishing a light-emitting body (not shown) built into the second decorative lamp LA2.
[0019] The pachinko gaming machine 10 includes a second vibration motor SM2 capable of generating vibration as a non-specific device. As an example, the second vibration motor SM2 is built into the effect button BT. As a result, the second vibration motor SM2 can impart the generated vibration to the effect button BT. The pachinko gaming machine 10 can execute a swing effect by the effect button BT by the second vibration motor SM2 generating vibration. The swing effect by the effect button BT is an effect in which the effect button BT is swung by the second vibration motor SM2. The pachinko gaming machine 10 can execute a swing notification by the effect button BT by the second vibration motor SM2 generating vibration. The swing notification by the effect button BT is an notification in which the effect button BT is swung by the second vibration motor SM2. The second vibration motor SM2 is an example of a non-specific power generating device different from a specific power generating device. The non-specific device configured to include the second vibration motor SM2 is an example of a non-specific device including a non-specific power generating device different from a specific power generating device. The second vibration motor SM2 is an example of a non-specific power generating means that is different from a specific power generating means.
[0020] The pachinko gaming machine 10 includes a cross button JB. The cross button JB includes a plurality of operation parts that can be operated. As an example, the cross button JB includes an up button, a down button, a left button, and a right button as the plurality of operation parts that can be operated. As an example, each of the up button, the down button, the left button, and the right button includes a button-type operation part that can be pressed.
[0021] As shown in FIG. 2, a game area YBa is formed on the front of the game board YB. The game area YBa is substantially circular in a front view. A display window YBb is formed in the approximate center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa. The launch passage YBc is a passage for guiding a game ball launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve YBd. The backflow prevention valve YBd is a member for preventing a game ball launched by operating the launch handle HD from returning back to the launch passage YBc.
[0022] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved display device 19c, a second reserved display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.
[0023] The first special pattern display device 19a can execute a first special game. In the first special game, after a predetermined pattern is displayed in a variable manner, the first special pattern is finally displayed in a stationary manner. The first special pattern is a pattern for notifying the result of a lottery for a winning combination of the first special pattern. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable game of the special pattern. In other words, the first special game is an example of a variable game. The second special pattern display device 19b can execute a second special game. In the second special game, after a predetermined pattern is displayed in a variable manner, the second special pattern is finally displayed in a stationary manner. The second special pattern is a pattern for notifying the result of a lottery for a winning combination of the second special pattern. The second special pattern is an example of a special pattern. The second special game is an example of a special game. The second special game is an example of a second variable game. The second special game is an example of a variable game. The special symbols include jackpot symbols as a jackpot display result and miss symbols as a miss display result. When a jackpot is won in the winning lottery for each special symbol, the jackpot symbol is statically displayed in a special game. After that, the jackpot game is awarded after the special game in which the jackpot symbol is statically displayed ends. A jackpot is an example of a win. A jackpot is an example of a bonus.
[0024] The first reserved display device 19c is a display device that displays information that can identify the first reserved number. The first reserved number is information that indicates the number of first special games whose execution is suspended because the reserved condition is satisfied but the start condition is not yet satisfied. The second reserved display device 19d is a display device that displays information that can identify the second reserved number. The second reserved number is information that indicates the number of second special games whose execution is suspended because the reserved condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each reserved number is 4. Not limited to this, the upper limit number of each reserved number may be 1 to 3, or may be 5 or more. In addition, the upper limit numbers of the first reserved number and the second reserved number may be different.
[0025] The normal symbol display device 19e can execute a normal game. The normal game is executed by variably displaying a predetermined symbol, and then finally stopping and displaying the normal symbol. The normal symbol is a symbol for notifying the result of a normal symbol winning lottery. There are normal winning symbols and normal losing symbols. If the normal symbol winning lottery is won, the normal winning symbol is stopped and displayed in the normal symbol variable game. After that, the normal winning game is awarded after the normal game in which the normal winning symbol is stopped and displayed ends.
[0026] The pachinko game machine 10 may include a normal reservation display device, a right-hit display device, and a round display device. As an example, the normal reservation display device is a display device that displays information that can specify the normal reservation number. The normal reservation number is information that indicates the number of normal games whose execution is reserved because the reservation condition has been met but the start condition has not yet been met. As an example, the right-hit display device is a display device that displays information instructing a right hit. Right hitting is to shoot a game ball with a stronger shooting intensity so that the game ball flows down the area of the game area YBa to the right of the display window YBb (hereinafter referred to as the right area). It should be noted that shooting a game ball with a weaker shooting intensity so that the game ball flows down the area of the game area YBa to the left of the display window YBb (hereinafter referred to as the left area) is called a left hit. As an example, the round display device is a display device that notifies the maximum number of round games that constitute a jackpot game.
[0027] The pachinko game machine 10 includes a second performance display device EH2 as a non-specific device. The second performance display device EH2 has a display area R2. The display area R2 is an area capable of displaying an image as information. The second performance display device EH2 is provided on the game board YB so that the display area R2 can be viewed through the display window YBb. As an example, the second performance display device EH2 is fixed to the game board YB using nails, screws, or the like. As an example, the second performance display device EH2 is a liquid crystal device. The second performance display device EH2 is capable of executing a display performance. The display performance by the second performance display device EH2 is a performance in which a predetermined object is displayed as an image in the display area R2. The second performance display device EH2 is capable of executing a display notification. The display notification by the second performance display device EH2 is a notification in which a predetermined object is displayed as an image in the display area R2.
[0028] As an example, the second performance display device EH2 executes a performance game as a display performance. The performance game is a performance pattern variation game using multiple rows of performance patterns. In other words, the performance game is an example of a variation game. In the performance game, after multiple rows of performance patterns are variably displayed, a combination of performance patterns (hereinafter, referred to as a pattern combination) is finally displayed. The performance game is started together with the special game. The performance game is ended together with the special game. In the performance game, a pattern combination according to the special pattern displayed in the special game is displayed in a static manner. When a jackpot pattern is displayed in a static manner in the special game, a jackpot pattern combination is displayed in a static manner in the performance game. When a losing pattern is displayed in a special game, a losing pattern combination is displayed in a static manner in the performance game. The second performance display device EH2 is an example of a variable game execution means capable of executing a variable game. The second performance display device EH2 is an example of a variable game execution device capable of executing a variable game.
[0029] As an example, the performance symbols are symbols (images) decorated with characters, patterns, etc., and are symbols for diversifying the display performance. The performance symbols are so-called decorative symbols. As an example, the performance game is performed by variably displaying the performance symbols of the left pattern row, the middle pattern row, and the right pattern row in a predetermined direction. The performance game may include a reach performance. The reach performance is a performance that forms a reach and finally stops and displays a predetermined pattern combination. For example, a reach is a state in which the same performance symbols are temporarily stopped and displayed in the left and right pattern rows among the performance symbols, and the performance symbols in the middle pattern row among the performance symbols continue to be variably displayed. There are normal reach performance and super reach performance. In the following description, the normal reach performance may be referred to as NR performance, and the super reach performance may be referred to as SR performance. The SR performance is a performance with a higher expectation of a jackpot than the NR performance. As an example, the SR performance is executed via the NR performance.
[0030] A plurality of winning holes are formed in the game area YBa. The winning holes are ball entry holes through which game balls flowing down the game area YBa can enter. The winning holes are ball entry holes through which the conditions for awarding prize balls are met by the entry of game balls. The winning holes include at least a first start hole 12, a second start hole 13, and a big prize hole 14. The first start hole 12 is a winning hole through which game balls enter when the conditions for awarding prize balls and the conditions for starting the first special game are met. The first start hole 12 is located below the first performance display device EH1, and is always open so that game balls can enter. The game board YB is provided with a first start sensor SE1 (see FIG. 3). The first start sensor SE1 is a sensor that detects game balls that have entered the first start hole 12.
[0031] The second starting hole 13 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the conditions for starting the second special game are satisfied. The second starting hole 13 is located to the right of the first starting hole 12. The second starting hole 13 is provided with a normal opening and closing piece 13a, which is, for example, door-shaped. The second starting hole 13 is closed so that the game ball does not enter or is difficult to enter when a normal winning game is not awarded. The second starting hole 13 is opened so that the game ball enters or is easy to enter when a normal winning game is awarded. The game board YB is provided with a normal actuator AC1 as a member for operating the normal opening and closing piece 13a (see FIG. 3). As an example, the normal actuator AC1 is a solenoid. The game board YB is provided with a second starting sensor SE2 (see FIG. 3). The second starting sensor SE2 detects the game ball that has entered the second starting hole 13. The second starting port 13 is a so-called "normal electric device."
[0032] The big prize opening 14 is an opening through which the game ball enters when the conditions for awarding the prize ball are met. The big prize opening 14 is located at the lower right of the first performance display device EH1. The big prize opening 14 is provided with a special opening / closing piece 14a, which is, for example, door-shaped. The big prize opening 14 is closed so that the game ball does not enter when the big prize game is not awarded. The big prize opening 14 is opened so that the game ball enters or can enter easily when the big prize game is awarded. The game board YB is provided with a special actuator AC2 as a member for operating the special opening / closing piece 14a (see FIG. 3). As an example, the special actuator AC2 is a solenoid. The game board YB is provided with a count sensor SE3 (see FIG. 3). The count sensor SE3 is a sensor for detecting the game ball that enters the big prize opening 14.
[0033] A gate 17 is disposed in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE4 (see FIG. 3). The gate sensor SE4 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE4 is a sensor that detects game balls passing through the gate 17. The gate 17 is a ball entry opening through which game balls are allowed to enter when the starting conditions for the normal game are satisfied. The gate 17 is a ball entry opening through which the conditions for awarding prize balls are not satisfied even if game balls enter the gate 17.
[0034] The game area YBa is formed with an outlet 18. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered the first start hole 12, the second start hole 13, or the big prize hole 14 from the game area YBa.
[0035] As described above, in this embodiment, the launch strength of the game ball can be adjusted to hit the game ball to the left area or the right area of the game area YBa. In this embodiment, the game ball flowing down the left area may enter the first start hole 12. In other words, when the ball is hit from the left, the ball may enter the first start hole 12. On the other hand, the game ball flowing down the right area may enter the second start hole 13, the big prize hole 14, and the gate 17. In other words, when the ball is hit from the right, the ball may enter the second start hole 13, the big prize hole 14, and the gate 17.
[0036] Next, the big win game will be described. As an example, in a jackpot game, a jackpot opening performance is executed first. The jackpot opening performance is a performance that allows the start of a jackpot game to be recognized. As an example, the jackpot opening performance is executed for a predetermined jackpot opening time. In a jackpot game, a round game is executed after the jackpot opening time has elapsed. A jackpot game is composed of a plurality of round games. In a round game that constitutes a jackpot game, the jackpot winning hole 14 is opened. One round game ends when a number condition or a time condition is satisfied. As an example, the number condition is satisfied when a predetermined number of game balls enter in one round game. As an example, the time condition is satisfied when a predetermined round time has elapsed. In each round game that constitutes a jackpot game, the jackpot winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game that constitutes a jackpot game, a round performance is executed. In a jackpot game, when the final round of play ends, a jackpot ending performance is executed. The jackpot ending performance is a performance that allows the end of the jackpot game to be recognized. As an example, the jackpot ending performance is executed for a predetermined jackpot ending time. The jackpot game ends with the passage of the jackpot ending time.
[0037] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter, referred to as a probability variation function). The high probability function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has a low probability state in which the high probability function is not activated, and a high probability state in which the high probability function is activated, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is an advantageous state for the player, as it makes it easier to win a jackpot in a special pattern winning lottery. The high probability state is what is known as a "probability varying state (high probability state)."
[0038] The pachinko game machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting the entry of a game ball into the second starting hole 13. The pachinko game machine 10 has a low ball entry rate state in which the ball entry assistance function does not operate, and a high ball entry rate state in which the ball entry assistance function operates, as states in which the probability of the game ball entering the second starting hole 13 is different. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 increases. The high ball entry rate state is an advantageous state (easy ball entry state) for the player because it becomes easier for the game ball to enter the second starting hole 13. In the low ball entry rate state, left hitting, which has the possibility of the game ball entering the first starting hole 12, is recommended, and in the high ball entry rate state, right hitting, which has the possibility of the game ball entering the second starting hole 13, is recommended.
[0039] For example, the high ball entry rate state can be realized by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing an arbitrary combination of multiple ball entry assist controls. The first ball entry assist control is a normal symbol variation time shortening control. The normal symbol variation time shortening control is a control that shortens the variation time of the normal game compared to the low ball entry rate state. The second ball entry assist control is a normal symbol probability variation control. The normal symbol probability variation control is a control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third ball entry assist control is a normal winning game opening time extension control. The normal winning game opening time extension control is a control that lengthens the total opening time of the second starting hole 13 in one normal winning game compared to the low ball entry rate state. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that makes the opening time of the second start port 13 in one normal winning game longer than when the ball entry rate is low.
[0040] The high ball entry rate state may be realized by combining the fourth ball entry assist control described below. The fourth ball entry assist control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball entry rate state. When the special symbol fluctuation time shortening control is performed, the high ball entry rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball entry rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state). In this way, the game states in the pachinko game machine 10 include a low ball entry rate state and a high ball entry rate state.
[0041] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. As an example, the main board 40 and the sub-board 50 are electrically connected by a cable k1. The main board 40 outputs a control signal to the sub-board 50 via the cable k1 based on the result of executing a predetermined process. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40 via the cable k1.
[0042] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to execute processes related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, and the like.
[0043] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (presentation content) of the variation game. There are a big win variation pattern and a miss variation pattern. The big win variation pattern is information that specifies the variation content that stops and displays the big win pattern combination after the reach performance in the performance game. The miss variation pattern is information that specifies the variation content that stops and displays the miss pattern combination after the reach performance or without the reach performance in the performance game. As described above, the reach performance includes NR performance and SR performance. That is, there are a case where the reach performance is included in the variation content, a case where only the NR performance is included in the variation content, and a case where both the NR performance and the SR performance are included in the variation content. As an example, the big win variation pattern is information that specifies the variation content that includes both the NR performance and the SR performance. As an example, there are miss fluctuation patterns that specify fluctuation contents including reach effects, including miss fluctuation patterns that specify fluctuation contents including only NR effects, and miss fluctuation patterns that specify fluctuation contents including both NR effects and SR effects.
[0044] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 is a flag, a counter, a timer, etc. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers by the random number generation process by the main CPU 41.
[0045] The main board 40 is connected to each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. As an example, the main board 40 is electrically connected to the first start sensor SE1 by a cable k2. As an example, the main board 40 is electrically connected to the second start sensor SE2 by a cable k3. As an example, the main board 40 is electrically connected to the count sensor SE3 by a cable k4. As an example, the main board 40 is electrically connected to the gate sensor SE4 by a cable k5. The main CPU 41 can input each detection signal output by each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 upon detecting the game ball via the cable k2, the cable k3, the cable k4, and the cable k5.
[0046] The main board 40 is connected to each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e. As an example, the main board 40 is electrically connected to the first special symbol display device 19a by a cable k6. As an example, the main board 40 is electrically connected to the second special symbol display device 19b by a cable k7. As an example, the main board 40 is electrically connected to the first reserved display device 19c by a cable k8. As an example, the main board 40 is electrically connected to the second reserved display device 19d by a cable k9. As an example, the main board 40 is electrically connected to the normal symbol display device 19e by a cable k10. The main CPU 41 can separately control the display contents of the first special pattern display device 19a, the second special pattern display device 19b, the first reserve display device 19c, the second reserve display device 19d, and the normal pattern display device 19e via cables k6, k7, k8, k9, and k10.
[0047] The main board 40 is connected to each of the normal actuator AC1 and the special actuator AC2. As an example, the main board 40 is electrically connected to the normal actuator AC1 by a cable k11. As an example, the main board 40 is electrically connected to the special actuator AC2 by a cable k12. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal actuator AC1 via the cable k11. The main CPU 41 can control the opening mode of the large prize opening 14 by controlling the operation of the special actuator AC2 via the cable k12.
[0048] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to notifications and performances. The sub-CPU 51 is an example of a control means. The sub-ROM 52 stores the sub-control program and a judgment value used for a predetermined lottery. The sub-ROM 52 stores display data used for display performances and display notifications, light emission data used for light emission performances and light emission notifications, and sound data used for sound performances and sound notifications. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by random number generation processing by the sub-CPU 51. The sub-substrate 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.
[0049] The sub-substrate 50 is connected to the performance unit 60. As an example, the sub-substrate 50 is electrically connected to the performance unit 60 by a cable k13. The sub-CPU 51 can control the performance content of the performance unit 60 via the cable k13. The sub-CPU 51 can control the notification content of the performance unit 60 via the cable k13.
[0050] The sub-substrate 50 is connected to the second performance display device EH2. As an example, the sub-substrate 50 is electrically connected to the second performance display device EH2 by a cable k14. The sub-CPU 51 can control the performance contents in the display area R2 of the second performance display device EH2 via the cable k14. The sub-CPU 51 can control the notification contents in the display area R2 of the second performance display device EH2 via the cable k14. The sub-substrate 50 is connected to the second speaker SP2. As an example, the sub-substrate 50 is electrically connected to the second speaker SP2 by a cable k15. The sub-CPU 51 can control the performance contents of the second speaker SP2 via the cable k15. The sub-CPU 51 can control the notification contents of the second speaker SP2 via the cable k15. The sub-substrate 50 is connected to the second decorative lamp LA2. As an example, the sub-substrate 50 is electrically connected to the second decorative lamp LA2 by a cable k16. The sub-CPU51 can control the effect of the second decorative lamp LA2 via the cable k16. The sub-CPU51 can control the notification of the second decorative lamp LA2 via the cable k16.
[0051] The sub-substrate 50 is connected to the second vibration motor SM2. As an example, the sub-substrate 50 is electrically connected to the second vibration motor SM2 by a cable k17. The sub-CPU 51 can control the performance content of the second vibration motor SM2 via the cable k17. The sub-CPU 51 can control the notification content of the second vibration motor SM2 via the cable k17. The sub-substrate 50 is connected to the performance button BT. As an example, the sub-substrate 50 is electrically connected to the performance button BT by a cable k18. The sub-CPU 51 can input an operation signal indicating the operation state of the performance button BT via the cable k18.
[0052] The sub-board 50 is connected to the cross button JB. As an example, the sub-board 50 is electrically connected to the cross button JB by a cable k19. The sub-CPU 51 can input operation signals indicating the operation state of the cross button JB via the cable k19. In other words, the sub-CPU 51 can input operation signals indicating the operation states of the up button, down button, left button, and right button via the cable k19.
[0053] As shown in FIG. 4, the performance unit 60 is connected to the first performance display device EH1. As an example, the performance unit 60 is electrically connected to the first performance display device EH1 by a cable k20. The sub-CPU 51 can control the performance contents in the display area R1 of the first performance display device EH1 via the cable k13 and the cable k20. The sub-CPU 51 can control the notification contents in the display area R1 of the first performance display device EH1 via the cable k13 and the cable k20. The performance unit 60 is connected to the first speaker SP1. As an example, the performance unit 60 is electrically connected to the first speaker SP1 by a cable k21. The sub-CPU 51 can control the performance contents of the first speaker SP1 via the cable k13 and the cable k21. The sub-CPU 51 can control the notification contents of the first speaker SP1 via the cable k13 and the cable k21. The performance unit 60 is connected to the first decorative lamp LA1. As an example, the performance unit 60 is electrically connected to the first decorative lamp LA1 by the cable k22. The sub-CPU 51 can control the performance contents of the first decorative lamp LA1 through the cable k13 and the cable k22. The sub-CPU 51 can control the notification contents of the first decorative lamp LA1 through the cable k13 and the cable k22. The performance unit 60 is connected to the first vibration motor SM1. As an example, the performance unit 60 is electrically connected to the first vibration motor SM1 by the cable k23. The sub-CPU 51 can control the performance contents of the first vibration motor SM1 through the cable k13 and the cable k23. The sub-CPU 51 can control the notification contents of the first vibration motor SM1 through the cable k13 and the cable k23. The performance unit 60 includes a member (e.g., a board) for connecting the cable k13, the cable k20, the cable k21, the cable k22, and the cable k23.
[0054] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0055] The special symbol input process will be described. In the special symbol input process, the main CPU 41 judges whether or not the gaming 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 gaming ball has entered the first start hole 12, the main CPU 41 judges whether or not the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1.
[0056] After updating the first reserved number by adding 1, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command that can identify the first reserved number after the increment (hereinafter referred to as a first reserved number command) in an output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is satisfied. As an example, one control command is output to the sub-board 50 each time the output condition is satisfied. As an example, the output condition is satisfied every predetermined control period (e.g., 16 ms).
[0057] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can suspend the execution of the first special game until the start condition of the first special game is established.
[0058] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if the game ball has not entered the first start hole 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 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 main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1.
[0059] After updating the second reserved number by adding 1, the main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command that can identify the second reserved number after the addition (hereinafter, referred to as the second reserved number command) in the output buffer. The reservation condition for the second special game can be met when the second reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0060] Next, the main CPU 41 acquires the random numbers generated in the main board 40. The main CPU 41 stores random number information based on the acquired random number in the main RAM 43. The main 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 storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko game 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 main RAM 43, if the game ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.
[0061] Next, the special symbol start process will be described. The main CPU 41 judges whether the start condition of the special game is satisfied. The main CPU 41 judges positively when neither the jackpot game nor the special game is being played, and judges negatively when the jackpot game or the special game is being played. If the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the main CPU 41 judges whether the second reserved number is greater than 0.
[0062] If the second reserved number is greater than 0, the main CPU41 executes a process to execute a second special game. Specifically, the main CPU41 updates the second reserved number by subtracting 1. The main CPU41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU41 acquires the random number information stored first among the random number information for the second special game from the main RAM43. The main CPU41 uses the winning random number identified from the acquired random number information to perform a winning lottery (winning lottery for the second special symbol) to determine whether or not a jackpot is won. The main CPU41 performs a winning lottery to determine whether or not a jackpot is won at a predetermined jackpot probability (for example, about 1 / 320).
[0063] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 determines a jackpot symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a jackpot symbol by lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from among a plurality of jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process.
[0064] If the jackpot is not won (if the winning lottery is not won), the main CPU41 performs a loss variation process. In the loss variation process, the main CPU41 determines a loss symbol to be stopped and displayed in the second special game. As an example, the main CPU41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU41 ends the special symbol start process.
[0065] When the second reserved number is 0, the main CPU 41 judges whether or not the first reserved number is greater than 0. When the first special reserved number is 0, the main CPU 41 determines whether or not to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can specify whether or not a standby command has been output. The standby command is a control command that can specify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.
[0066] As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has been output, it ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has not been output, it stores the standby command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.
[0067] If the first reserved number is greater than 0, the main CPU 41 performs a process to execute the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information stored first from the random number information for the first special game from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a winning lottery (winning lottery for the first special symbol) to determine whether or not a jackpot is won. The main CPU 41 performs a jackpot lottery with a predetermined jackpot probability. The jackpot probability in the winning lottery for the first special symbol is the same as the jackpot probability in the winning lottery for the second special symbol (approximately 1 / 320).
[0068] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 determines a jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a jackpot symbol by lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from among a plurality of jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process.
[0069] If the jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined loss symbol as a loss symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a special variation start command in the output buffer. The special variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. As an example, the special variation start command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. That is, the special variation start command is a control command capable of identifying the result of the winning lottery. As an example, the special variation start command is a different control command when the variation process of the first special game is executed and when the variation process of the second special game is executed. That is, the special variation start command is a control command capable of identifying whether the first special game or the second special game is started. In the big win variation process and the loss variation process, the main CPU 41 updates the output information of the main RAM 43 so that it is possible to identify that the standby command has not been output.
[0070] When the special symbol start process is completed, the main CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. When the main 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 main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game in the output buffer.
[0071] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol. The main CPU 41 measures the change time determined in the change pattern. When the change time determined in the change pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the change time determined in the change pattern has elapsed, the main CPU 41 stores a change end command in the output buffer. In this way, the pachinko game machine 10 can execute the first special game when a game ball enters the first start hole 12. Also, the pachinko game machine 10 can execute the second special game when a game ball enters the second start hole 13.
[0072] The big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game process after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 41 awards the specified type of jackpot game.
[0073] As an example, the jackpot game includes a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game based on a first jackpot pattern. The second jackpot game is a jackpot game based on a second jackpot pattern that is different from the first jackpot pattern.
[0074] In the jackpot game processing, the main CPU 41 stores a control command (hereinafter, referred to as a jackpot opening command) capable of specifying the start of the jackpot opening time in the output buffer. The jackpot opening command is a control command that instructs the execution of a jackpot opening performance. As an example, the jackpot opening command may include information capable of specifying the type of jackpot game. When the jackpot opening time has elapsed, the main CPU 41 performs processing for executing a round game constituting a jackpot. As an example, the main CPU 41 opens the large prize winning port 14 by controlling the special actuator AC2 using the opening control data for the specified jackpot game. The main CPU 41 performs processing for executing such a round game until the number of round games set for the jackpot game is completed. As an example, 10 round games (10R) are set for both the first jackpot game and the second jackpot game. A number condition and a time condition are set as end conditions for each round game constituting the jackpot game. As an example, in each round game constituting the jackpot game, the number condition is set as 10 game balls entering the big prize opening 14. As an example, in each round game constituting the jackpot game, the time condition is set as 29 seconds elapsed.
[0075] The main CPU41 stores a control command (hereinafter referred to as a jackpot round command) capable of identifying the start of a jackpot round game in the output buffer each time a round game constituting a jackpot game is started. When the final round game constituting a jackpot game ends, the main CPU41 stores a control command (hereinafter referred to as a jackpot ending start command) capable of identifying the start of a jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU41 ends the jackpot game. The main CPU41 stores a control command (hereinafter referred to as a jackpot ending end command) capable of identifying the elapse of the jackpot ending time in the output buffer.
[0076] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process for transitioning the probability state, and a winning rate transition process for transitioning the winning rate state. As an example, the game state transition process is executed after the end of the big win game process. As an example, in the game state transition process, the winning rate transition process and the probability transition process are executed in this order.
[0077] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state. The scoring rate transition process includes a high scoring rate transition process for transitioning to a high scoring rate state, and a low scoring rate transition process for transitioning to a low scoring rate state.
[0078] First, the high ball scoring rate transition process will be described. When the first or second jackpot game is finished, the main CPU 41 executes a high ball entry rate transition process. In the high ball entry rate transition process, the main CPU 41 sets an operation flag in the main RAM 43. That is, when the first or second jackpot game is finished, the main CPU 41 controls to a high ball entry rate state. After the second jackpot game is finished, the main CPU 41 counts the number of times the special game is executed after the jackpot game is finished by updating the value of the execution counter stored in the main RAM 43 every time the special game is started. When the special game in which the number of times the special game is executed after the jackpot game reaches the number of times of operation is finished, the main CPU 41 erases the operation flag stored in the main RAM 43. That is, when the second jackpot game is finished and the special game that has been activated is finished, the main CPU 41 controls to a low ball entry rate state. The main CPU 41 does not erase the operation flag after the first big win game ends until the next big win game is awarded. When the main CPU 41 starts a big win game and the operation flag is set, the main CPU 41 erases the operation flag. In other words, the main CPU 41 controls the state to a low ball entry rate state during the big win game.
[0079] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. In other words, the main CPU 41 controls to a high probability state when the first jackpot game ends. The main CPU 41 does not erase the probability change flag after the first jackpot game ends until the next jackpot game is awarded. On the other hand, the main CPU 41 does not set a high probability flag in the main RAM 43 when the second jackpot game ends. In other words, the main CPU 41 controls to a low probability state when the second jackpot game ends. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 erases the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.
[0080] As an example, when the game state transitions, the main CPU 41 stores in the output buffer a control command (hereinafter, referred to as a state designation command) capable of identifying the current game state. The state designation commands include a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a high-probability non-time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. The low-probability non-time-shortening state is a state in which the probability of winning is low and the ball rate is low. The low-probability time-shortening state is a state in which the probability of winning is low and the ball rate is high. The high-probability non-time-shortening state is a state in which the probability of winning is high and the ball rate is low. The high-probability time-shortening state is a state in which the probability of winning is high and the ball rate is high. As an example, when the power supply is started, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current game state.
[0081] The normal symbol input process will be described. The normal symbol input process is an example of a timer interrupt process. In the normal symbol input process, the main CPU 41 judges whether or not a gaming ball has entered the gate 17 based on whether or not a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 judges whether or not the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of normal reserved numbers is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0082] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for determining winning normal symbols, and winning symbol random numbers used in determining normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0083] Next, the normal symbol start process will be described. The normal symbol start process is an example of a timer interrupt process. In the normal symbol start process, the main CPU 41 judges whether or not the start condition of the normal game is met. The main CPU 41 judges positively when neither the normal win game nor the normal game is being played, and judges negatively when the normal win game is being played or the normal game is being played. If the start condition of the normal game is not met, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is met, the main CPU 41 judges whether or not the normal reserved number is greater than 0. If the normal reserved number is 0, the main CPU 41 ends the normal symbol start process.
[0084] If the normal reserved number is greater than 0, the main CPU41 performs processing to execute a normal game. Specifically, the main CPU41 updates the normal reserved number by subtracting 1. The main CPU41 acquires the random number information stored first among the random number information for the normal game from the main RAM43. The main CPU41 performs a normal winning lottery to determine whether or not a normal winning has been won, using a winning random number specified from the acquired random number information. The main CPU41 performs a normal winning lottery with a normal winning probability according to the current ball entry rate state.
[0085] As an example, the normal hit probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal hit probability in a low ball entry rate state is 0 or approximately 0. When a normal hit is won, the main CPU41 performs normal hit variation processing. In the normal hit variation processing, the main CPU41 uses a normal hit pattern random number that can be specified from the random number information to draw a normal hit pattern and determines the normal hit pattern to be stopped and displayed in the normal game. When a normal hit is not won, the main CPU41 performs normal loss variation processing. In the normal loss variation processing, the main CPU41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0086] The main CPU 41 determines a variation pattern from among a plurality of normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that sets a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be a plurality of variation patterns that can be determined in each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a variation pattern determination lottery for the normal game and determine a variation pattern from among a plurality of normal variation patterns. Next, the main CPU 41 stores a normal variation start command in the output buffer. The normal variation start command is a control command that can specify the determined normal variation pattern and the start of the normal game. As an example, the normal variation start command is a control command that can specify the determined normal pattern (normal winning pattern or normal losing pattern). After storing the normal variation start command in the output buffer, the main CPU 41 ends the normal pattern start process.
[0087] When the normal symbol start process is completed, the main CPU 41 executes a normal game by a process separate from the normal symbol start process. When executing a normal game, the main CPU 41 controls the normal symbol display device 19e to start a variable display of a predetermined symbol. The main CPU 41 measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process. In this way, the pachinko game machine 10 can execute a normal game when a game ball enters the gate 17 (gate opening 17a).
[0088] The normal winning game process will now be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41 stops and displays a normal winning symbol in a normal game, the main CPU 41 executes the normal winning game process after the end of the normal game. The main CPU 41 opens the second start port 13 by controlling the normal actuator AC1 using the opening control data corresponding to the normal winning symbol determined in the normal symbol start process. This awards a normal winning game. The normal winning game ends when a number condition or a time condition is satisfied. As an example, the number condition of the normal winning game is satisfied when a predetermined number of game balls enter in the normal winning game. As an example, the specified number of balls in the normal winning game is one. As an example, the time condition of the normal winning game is satisfied when a predetermined normal winning game time has elapsed. As an example, the normal winning game time is 5.7 seconds.
[0089] Next, various processes executed by the secondary CPU 51 will be described. The big win presentation process will now be described. The big win performance process is a process for executing a performance during a big win game (hereinafter, referred to as a big win performance). When the sub-CPU51 inputs an opening command, it controls the second performance display device EH2 to execute an opening performance. The opening performance may include an opening performance that includes a sound performance by the second speaker SP2 as a non-specific device, a light emission performance by the second decorative lamp LA2, and a part or all of a rocking performance by the second vibration motor SM2.
[0090] When the sub-CPU51 inputs a round command, it controls the second performance display device EH2 to execute a round performance. The round performance may include a round performance that includes a sound performance by the second speaker SP2 as a non-specific device, a light-emitting performance by the second decorative lamp LA2, and a part or all of a rocking performance by the second vibration motor SM2. When the sub-CPU51 inputs an ending start command, it controls the second performance display device EH2 to execute an ending performance. When the sub-CPU51 inputs an ending end command, it controls the second performance display device EH2 to end the ending performance. The ending performance may include a round performance that includes a sound performance by the second speaker SP2 as a non-specific device, a light-emitting performance by the second decorative lamp LA2, and a part or all of a rocking performance by the second vibration motor SM2.
[0091] The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during execution of the special game. When the sub-CPU51 inputs a special variation start command, it controls the second effect display device EH2 to execute the effect game. The effect game may include an effect game that includes a sound effect by the second speaker SP2 as a non-specific device, a light emission effect by the second decorative lamp LA2, and a part or all of a rocking effect by the second vibration motor SM2.
[0092] The sub-CPU51 determines the symbol combination to be stopped and displayed in the performance game based on the special variation start command. The sub-CPU51 determines the symbol combination of the big win when the big win symbol can be specified from the special variation start command. As an example, the symbol combination of the big win is a symbol combination in which a plurality of performance symbols are the same performance symbol. The sub-CPU51 determines the losing symbol combination when a losing symbol can be specified from the special variation start command. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination including the reach when the condition for executing the reach performance (hereinafter referred to as the reach condition) is established. As an example, the losing symbol combination including the reach is a symbol combination in which the performance symbols in the left and right rows among the plurality of performance symbols are the same performance symbol, while the performance symbols in the middle row are different performance symbols. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination not including the reach when the reach condition is not established. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of performance symbols are different from each other. As an example, the sub-CPU 51 judges whether a reach condition is established or not based on a variation pattern that can be specified from the input special variation start command.
[0093] The sub-CPU51 determines the specific variation content (performance content) of the performance game based on the variation pattern. The sub-CPU51 starts the performance game based on the determined variation content. As an example, the sub-CPU51 controls the second performance display device EH2 to start the variation display of the performance symbols in each symbol row based on the determined variation content. After the start of the performance game, when a predetermined timing arrives, the sub-CPU51 causes the second performance display device EH2 to temporarily stop and display the symbol combination. Thereafter, the sub-CPU51 causes the symbol combination to be stopped and displayed in a confirmed state, triggered by the input of a variation end command. As an example, the sub-CPU51 may cause the symbol combination to be stopped and displayed in a confirmed state, triggered by the lapse of a variation time set in the variation pattern. In this case, the variation end command may be omitted. Note that, if the sub-CPU51 inputs a variation end command before the predetermined timing arrives after the start of the performance game, the sub-CPU51 causes the symbol combination to be stopped and displayed in a confirmed state, without temporarily stopping and displaying, triggered by the input of the variation end command.
[0094] Next, various effects that can be executed by the pachinko gaming machine 10 will be described. As an example, the various effects that the pachinko gaming machine 10 can execute include specific effects and non-specific effects. The specific effects are effects that can be executed by the effect unit 60 as a specific device. The non-specific effects are effects that can be executed by the second effect display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as non-specific devices. That is, the pachinko gaming machine 10 can execute specific effects by specific devices and non-specific effects by non-specific devices. As an example, the specific effects and non-specific effects are effects that can recognize the expectation of a bonus being awarded (hereinafter, referred to as bonus expectation). Specifically, the specific effects and non-specific effects are effects that can recognize the expectation of a jackpot being awarded. As an example, the specific effects are effects with a bonus expectation of 100. That is, the specific effects are effects that can be executed only when a bonus is awarded. As an example, the non-specific effects are effects with a bonus expectation that is neither 100 nor 0. In other words, the non-specific effect is an effect that can be executed both when a special benefit is awarded and when a special benefit is not awarded. The non-specific effect is an effect that has a lower degree of expectation of a special benefit than the specific effect.
[0095] First, the specific effects will be described. As shown in FIG. 5, as an example, the specific effect may include a specific display effect by the first effect display device EH1. That is, the pachinko gaming machine 10 is capable of executing a specific display effect by the first effect display device EH1 as a specific effect. The specific display effect is an effect that allows the player to recognize the degree of bonus expectation. The specific display effect is an effect that displays a specific effect image TG in the display area R1 of the first effect display device EH1. The specific effect image TG is an image that allows the player to recognize the degree of bonus expectation. As an example, the specific effect image TG is an image that imitates the character string "Congratulations!". That is, the specific display effect is an effect that displays an image that imitates the character string "Congratulations!" in the display area R1 of the first effect display device EH1.
[0096] As an example, the specific effect may include a specific sound effect by the first speaker SP1. That is, the pachinko gaming machine 10 is capable of executing a specific sound effect by the first speaker SP1 as a specific effect. The specific sound effect is an effect that allows the player to recognize the degree of expectation of a special benefit. The specific sound effect is an effect that outputs a specific sound effect from the first speaker SP1. The specific sound effect is a sound that allows the player to recognize the degree of expectation of a special benefit. As an example, the specific sound effect is a sound that reads out the character string "Congratulations!". That is, the specific sound effect is an effect that outputs a sound that reads out the character string "Congratulations!" from the first speaker SP1.
[0097] As an example, the specific effect may include a specific light-emitting effect by the first decorative lamp LA1. That is, the pachinko gaming machine 10 can execute a specific light-emitting effect by the first decorative lamp LA1 as a specific effect. The specific light-emitting effect is an effect that allows the player to recognize the degree of expectation of a special bonus. The specific light-emitting effect is an effect in which the first decorative lamp LA1 emits light in a specific light-emitting pattern. As an example, the specific light-emitting pattern is an effect in which the first decorative lamp LA1 emits light in rainbow colors. That is, the specific light-emitting effect is an effect in which the first decorative lamp LA1 emits light in rainbow colors.
[0098] As an example, the specific performance may include a specific rocking performance by the first vibration motor SM1. That is, the pachinko game machine 10 can execute a specific rocking performance by the first vibration motor SM1 as a specific performance. The specific rocking performance is a performance in which the expectation of a special prize can be recognized. The specific rocking performance is a performance in which the performance unit 60 rocks as the first vibration motor SM1 vibrates. As an example, in the specific rocking performance, the first vibration motor SM1 vibrates at a specific intensity. As an example, the specific intensity is the maximum intensity of the first vibration motor SM1. As an example, the various performances constituting the specific performance have the same start timing and end timing. Note that some or all of the various performances constituting the specific performance may have different start timings. Also, some or all of the various performances constituting the specific performance may have different end timings.
[0099] As an example, the execution mode of the specific performance includes a first mode and a second mode which is more difficult for non-players to recognize than the first mode. A non-player is a person different from a player of the pachinko gaming machine 10. As an example, a non-player is a customer of a gaming establishment who plays a gaming machine other than the pachinko gaming machine 10 (another player). As an example, a non-player is a customer of a gaming establishment who does not actually play a game. As an example, a non-player is an employee or manager of the gaming establishment.
[0100] As shown in FIG. 6, the special effect according to the first mode is a special effect that is executed when the effect unit 60 is attached to the mounting frame 11b. The special effect according to the second mode is a special effect that is executed when the effect unit 60 is removed from the mounting frame 11b. By removing the effect unit 60 from the mounting frame 11b, the player can execute the special effect at a position close to the player. As a result, the special effect according to the second mode is difficult for non-players to recognize compared to the special effect according to the first mode. In particular, the player can execute the special effect at a position closer to the player by storing the effect unit 60 removed from the mounting frame 11b in his / her pocket or the like. As a result, the special effect according to the second mode is difficult for non-players to recognize or cannot be recognized by non-players.
[0101] Next, the non-specific effects will be described. The non-specific effect is an effect that can be executed in a manner that can be recognized by non-players. The non-specific effect is an effect that is easier for non-players to recognize than the specific effect. In other words, the non-specific effect is an effect that has a different recognition manner from the specific effect.
[0102] As shown in FIG. 7, for example, the non-specific display effect may include a non-specific display effect by the second effect display device EH2. That is, the pachinko gaming machine 10 can execute a non-specific display effect by the second effect display device EH2 as a non-specific display effect. The non-specific display effect is an effect that can be executed in a manner that can be recognized by non-players. The non-specific display effect is an effect that is easier for non-players to recognize than the specific display effect. For example, the ease of recognition of a display effect by a non-player may differ depending on the execution position of the display effect. For example, as described above, when a player stores a device that executes a display effect in his / her pocket, it is more difficult for non-players to visually recognize the display effect than when the player does not store the device in his / her pocket, and as a result, it is more difficult for non-players to recognize the display effect. For example, the ease of recognition of a display effect by a non-player may differ depending on the difference in the display intensity of the display effect described later. For example, the stronger the display intensity of the display effect, the easier it is for non-players to recognize the display effect. As an example, the ease with which a non-player can recognize a display effect may differ depending on the number of devices executing the display effect. For example, the more devices that execute the display effect, the easier it is for non-players to recognize the display effect. A non-specific display effect is an effect that allows the player to recognize the expectation of a bonus. A non-specific display effect is an effect that displays a non-specific effect image HG in the display area R2 of the second effect display device EH2. A non-specific effect image HG is an image that allows the player to recognize the expectation of a bonus. As an example, a non-specific display effect image HG is an image that imitates the character string "chance". In other words, a non-specific display effect is an effect that displays an image that imitates the character string "chance" in the display area R2 of the second effect display device EH2.
[0103] As an example, the non-specific effect may include a non-specific sound effect by the second speaker SP2. That is, the pachinko gaming machine 10 can execute a non-specific sound effect by the second speaker SP2 as a non-specific effect. The non-specific sound effect is an effect that can be executed in a manner that can be recognized by non-players. The non-specific sound effect is an effect that is easier for non-players to recognize than the specific sound effect. As an example, the ease of recognition of a sound effect by a non-player may differ depending on the execution position of the sound effect. For example, as described above, when a player stores a device that executes a sound effect in his / her pocket, etc., the audibility to non-players is reduced compared to when the player does not store the device in his / her pocket, and as a result, it is difficult for non-players to recognize the sound effect. As an example, the ease of recognition of a sound effect by a non-player may differ depending on the difference in the performance intensity of the sound effect described later. For example, the stronger the performance intensity of the sound effect, the easier it is for non-players to recognize the sound effect. As an example, the ease of recognition of a sound effect by a non-player may differ depending on the number of devices that execute the sound effect. For example, the more devices that execute a sound effect, the easier it is for non-players to recognize that sound effect. A non-specific sound effect is an effect that allows the player to recognize the degree of expectation of a bonus. A non-specific sound effect is an effect in which a non-specific sound effect is output from the second speaker SP2. A non-specific sound effect is a sound in which the player can recognize the degree of expectation of a bonus. As an example, a non-specific sound effect is a sound that reads out the character string "chance." In other words, a non-specific sound effect is an effect in which a sound that reads out the character string "chance" is output from the second speaker SP2.
[0104] As an example, the non-specific light-emitting effect may include a non-specific light-emitting effect by the second decorative lamp LA2. That is, the pachinko gaming machine 10 can execute a non-specific light-emitting effect by the second decorative lamp LA2 as a non-specific light-emitting effect. The non-specific light-emitting effect is an effect that can be executed in a manner that can be recognized by non-players. The non-specific light-emitting effect is an effect that is easier for non-players to recognize than a specific light-emitting effect. As an example, the ease of recognition of a light-emitting effect by non-players may differ depending on the execution position of the light-emitting effect. For example, as described above, when a player stores a device that executes a light-emitting effect in his / her pocket, it is more difficult for non-players to see the light-emitting effect than when the player does not store the device in his / her pocket, and as a result, it is more difficult for non-players to recognize the light-emitting effect. As an example, the ease of recognition of a light-emitting effect by non-players may differ depending on the difference in the performance intensity of the light-emitting effect described later. For example, the stronger the performance intensity of the light-emitting effect, the easier it is for non-players to recognize the light-emitting effect. As an example, the ease with which a non-player can recognize a light-emitting effect may differ depending on the number of devices that execute the light-emitting effect. For example, the more devices that execute the light-emitting effect, the easier it is for a non-player to recognize the light-emitting effect. A non-specific light-emitting effect is an effect that allows the expectation of a bonus to be recognized. A non-specific light-emitting effect is an effect in which the second decorative lamp LA2 emits light in a non-specific light-emitting manner. As an example, a non-specific light-emitting manner is an effect in which the second decorative lamp LA2 emits light in red. In other words, a non-specific light-emitting effect is an effect in which the second decorative lamp LA2 emits light in red.
[0105] As an example, the non-specific performance may include a non-specific rocking performance by the second vibration motor SM2. That is, the pachinko game machine 10 can execute a non-specific rocking performance by the second vibration motor SM2 as a non-specific performance. The non-specific rocking performance is a performance that can be executed in a manner that can be recognized by non-players. The non-specific rocking performance is a performance that is easier for non-players to recognize than a specific rocking performance. As an example, the ease of recognition of the rocking performance by non-players may vary depending on the execution position of the rocking performance. For example, as described above, when a player stores a device that executes the rocking performance in his / her pocket, it is more difficult for non-players to visually recognize the rocking performance than when the player does not store the device in his / her pocket, and as a result, it is more difficult for non-players to recognize the rocking performance. As an example, the ease of recognition of the rocking performance by non-players may vary depending on the difference in the performance intensity of the rocking performance described later. For example, the stronger the performance intensity of the rocking performance, the easier it is for non-players to recognize the rocking performance. As an example, the ease of recognition of a rocking effect by a non-player may vary depending on the number of devices that execute the rocking effect. For example, the more devices that execute the rocking effect, the easier it is for a non-player to recognize the rocking effect. The non-specific rocking effect is an effect that allows recognition of the expectation of a special prize. The non-specific rocking effect is an effect in which the effect button BT rocks as the second vibration motor SM2 vibrates. As an example, in the non-specific rocking effect, the second vibration motor SM2 vibrates at a non-specific intensity. As an example, the non-specific intensity includes a first intensity and a second intensity that has a higher vibration intensity than the first intensity. As an example, the second intensity is the maximum intensity of the second vibration motor SM2. As an example, the various effects that constitute the non-specific effect have the same start timing and the same end timing. Note that some or all of the various effects that constitute the non-specific effect may have different start timings. Also, some or all of the various effects that constitute the non-specific effect may have different end timings.
[0106] Next, the effect customization function of the pachinko gaming machine 10 will be described. The customization function is a function for enabling customization of effects. The pachinko gaming machine 10 is provided with a customization function, which allows customization of effects.
[0107] As shown in FIG. 8(a), when the second performance display device EH2 is controlled to be in a standby state, when the performance button BT is operated, a customized performance is executed in the second performance display device EH2. As an example, the customized performance is a display performance in which an item image GK is displayed in the display area R2 of the second performance display device EH2. As an example, the item image GK is an image related to a customizable performance. As an example, in the customized performance, a plurality of item images GK are displayed. As an example, the item image GK includes a specific item image GK corresponding to a specific item. As an example, the specific item is an item corresponding to the customization of the specific performance. As an example, the specific item image GK is an image imitating the character string "specific performance". As an example, the item image GK includes a non-specific item image GK corresponding to a non-specific item. As an example, the non-specific item is an item corresponding to the customization of the non-specific performance. As an example, the non-specific item image GK is an image imitating the character string "non-specific performance".
[0108] As shown in FIG. 8(b), as an example, when the cross button JB is operated while the item image GK is displayed, an item can be selected. Specifically, when the up button or the down button of the cross button JB is operated while the item image GK is displayed, the selected item can be changed to another item. That is, when the up button or the down button of the cross button JB is operated while a specific item is selected while the item image GK is displayed, the selected item is changed from a specific item to a non-specific item. Also, when the up button or the down button of the cross button JB is operated while a non-specific item is selected while the item image GK is displayed, the selected item is changed from a non-specific item to a specific item. As an example, when the customization performance is started, a specific item is selected. As an example, the item image GK is displayed so that the selected item can be recognized. As an example, the item image GK corresponding to the selected item has a different display mode from the other item images GK. Specifically, the item image GK corresponding to the selected item is a brighter image than the other item images GK.
[0109] As an example, when the effect button BT is operated while an item image GK is being displayed, it is possible to customize the effect corresponding to the item selected at that time. As shown in FIG. 8(c), when the effect button BT is operated while a specific item is selected while the item image GK is being displayed, the specific effect can be customized. As an example, the specific effect can be set to a first setting in which the execution probability of the specific effect is 0, and a second setting in which the execution probability of the specific effect is not 0. As an example, the specific effect is set to the first setting when power supply is started. In other words, the specific effect can be customized from the first setting in which the execution probability of the specific effect is 0 to the second setting in which the execution probability of the specific effect is not 0. The first setting is the standard setting for the specific effect.
[0110] During customization of the specific effect, a specific situation image TK showing the customization status of the specific effect is displayed. As an example, the specific situation image TK includes a specific situation image TK that suggests or notifies a first setting in which the execution probability of the specific effect is 0. In other words, the specific situation image TK that suggests or notifies a first setting can be said to be an image that suggests or notifies a setting in which the specific effect is not executed. As an example, the specific situation image TK that suggests or notifies a first setting is an image that imitates the character string "OFF". As an example, the specific situation image TK includes a specific situation image TK that suggests or notifies a second setting in which the execution probability of the specific effect is not 0. In other words, the specific situation image TK that suggests or notifies a second setting is an image that suggests or notifies a setting in which the specific effect is executed. As an example, the specific situation image TK that suggests or notifies a second setting is an image that imitates the character string "ON".
[0111] As an example, the specific situation image TK suggesting or notifying the setting of a specific effect has a different display mode from other specific situation images TK. Specifically, the specific situation image TK suggesting or notifying the setting of a specific effect is a brighter image than the other specific situation images TK. As an example, when the specific situation image TK is displayed, item images GK different from the specific item image GK are not displayed. In other words, when the specific situation image TK is displayed, non-specific item images GK are not displayed.
[0112] As shown in FIG. 8(d), as an example, when the cross button JB is operated while the specific situation image TK is displayed, the setting of the specific effect can be changed. Specifically, when the left button or right button of the cross button JB is operated while the specific situation image TK is displayed, the setting of the specific effect can be changed. In other words, when the left button or right button of the cross button JB is operated while the specific situation image TK is displayed and the specific effect is set to the first setting, the setting of the specific effect can be changed to the second setting. Also, when the left button or right button of the cross button JB is operated while the specific situation image TK is displayed and the specific effect is set to the second setting, the setting of the specific effect can be changed to the first setting.
[0113] As an example, when the setting of the specific effect is switched from the first setting to the second setting, a specific notification related to the specific effect is executed. As an example, the specific notification may include a specific display notification by the first effect display device EH1. That is, the pachinko gaming machine 10 can execute a specific display notification by the first effect display device EH1 as a specific notification. The specific display notification is a notification that displays a specific notification image TH related to the specific effect image TG in the display area R1 of the first effect display device EH1. As an example, the specific notification image TH is the same image as the specific effect image TG. Note that the specific notification image TH may not be the same image as the specific effect image TG as long as it is an image related to the specific effect image TG. Here, the related image may include an image that is partially the same (an image that is partially different). Also, the related image may include an image in which the same object, such as the same character, is displayed. Also, the related image may include an image in which the base color is the same or approximately the same.
[0114] As an example, the specific notification may include a specific sound notification by the first speaker SP1. That is, the pachinko gaming machine 10 is capable of executing a specific sound notification by the first speaker SP1 as a specific notification. The specific sound notification is a performance in which a specific notification sound related to a specific performance sound is output from the first speaker SP1. As an example, the specific notification sound is the same sound as the specific performance sound. Note that the specific notification sound need only be a sound related to the specific performance sound, and does not have to be the same sound. Here, related sounds may include sounds that are partly the same (partly different sounds). Also, related sounds may include sounds that are voices by the same character.
[0115] As an example, the specific notification may include a specific light emission notification by the first decorative lamp LA1. That is, the pachinko gaming machine 10 can execute a specific light emission notification by the first decorative lamp LA1 as a specific notification. The specific light emission notification is a notification in which the first decorative lamp LA1 emits light in a specific light emission mode. The specific light emission notification may be a notification in which the first decorative lamp LA1 emits light in a light emission mode related to the specific light emission mode. Here, the related light emission mode may include a part of the same light emission mode (a part of the light emission mode that is different). Also, the related light emission mode may include a part of the same or approximately the same base color. Also, the related light emission mode may include a part of the same or approximately the same light emission pattern, such as blinking.
[0116] As an example, the specific notification may include a specific rocking notification by the first vibration motor SM1. That is, the pachinko game machine 10 can execute a specific rocking notification by the first vibration motor SM1 as a specific notification. The specific rocking notification is a notification in which the performance unit 60 rocks by the vibration of the first vibration motor SM1. As an example, in the specific rocking notification, the performance unit 60 rocks in the same rocking manner as the specific rocking performance. Note that the specific rocking notification may be a notification in which the performance unit 60 rocks in a rocking manner related to the specific rocking performance. Here, the related rocking manner may include rocking (vibration) having the same intensity. Also, the related rocking manner may include rocking time being the same. Also, the related rocking manner may include rocking patterns, such as repeating vibration (rocking) and non-vibration (non-rocking), being the same or approximately the same. Note that some or all of the various notifications constituting the specific notification may have different start timings. In addition, some or all of the various notifications that make up the specific notification may have different end timings.
[0117] As shown in FIG. 8(e), when the effect button BT is operated while a non-specific item is selected during the display of the item image GK, the non-specific effect can be customized. As an example, the non-specific effect can be set to a first setting in which the execution probability of the non-specific effect is 0, a second setting in which the execution probability of the non-specific effect is not 0, and a third setting in which the execution probability of the non-specific effect is the same as that of the second setting. As an example, the third setting of the non-specific effect is a setting in which the effect intensity is stronger than that of the second setting. Here, "strong effect intensity" means that the effect is relatively easy for the player to recognize. As an example, when the setting of the non-specific effect is the third setting, the effect intensity of the non-specific display effect is stronger than that of the second setting. As an example, for the display effect, "strong effect intensity" may include that the size of the image displayed is relatively large. As an example, for the display effect, "strong effect intensity" may include that the image is displayed at a position relatively closer to the center in the display area R2 of the second effect display device EH2. For example, with respect to a display effect, "high performance intensity" may include a relatively long display time of an image. For example, with respect to a display effect, "high performance intensity" may include a relatively special display mode, such as a blinking image.
[0118] As an example, when the setting of the non-specific sound effect is the third setting, the intensity of the non-specific sound effect is stronger than when the setting is the second setting. As an example, with respect to sound effect, "strong intensity of effect" may include a loud volume. As an example, with respect to sound effect, "strong intensity of effect" may include a long sound output time. As an example, with respect to sound effect, "strong intensity of effect" may include a relatively special output mode, such as a different pitch of the output sound.
[0119] As one example, when the setting for the non-specific light-emitting effect is the third setting, the intensity of the non-specific light-emitting effect is stronger than when the setting is the second setting. As one example, for light-emitting effects, "strong intensity of effect" may include high brightness. As one example, for light-emitting effects, "strong intensity of effect" may include long light-emitting duration. As one example, for light-emitting effects, "strong intensity of effect" may include a relatively special light-emitting pattern, such as blinking.
[0120] As an example, when the setting of the non-specific performance is the third setting, the performance intensity of the non-specific rocking performance is stronger than when the setting is the second setting. As an example, for a rocking performance, "strong performance intensity" may include strong vibration intensity. As an example, for a rocking performance, "strong performance intensity" may include a long vibration time. As an example, for a rocking performance, "strong performance intensity" may include a relatively special vibration pattern (rocking pattern), such as repeating vibration and non-vibration.
[0121] As an example, the non-specific effect is set to the second setting when the power supply is started. In other words, the non-specific effect can be customized from the second setting, in which the execution probability of the non-specific effect is not 0, to the first setting, in which the execution probability of the non-specific effect is 0, or to the third setting, in which the performance intensity of the non-specific effect is stronger than that of the second setting. The second setting is the standard setting for the non-specific effect.
[0122] During customization of the non-specific effect, a non-specific situation image HK showing the customization status of the non-specific effect is displayed. As an example, the non-specific situation image HK includes a non-specific situation image HK that suggests or notifies a first setting in which the execution probability of the non-specific effect is 0. In other words, the non-specific situation image HK that suggests or notifies a first setting can be said to be an image that suggests or notifies a setting in which the non-specific effect is not executed. As an example, the non-specific situation image HK that suggests or notifies a first setting is an image imitating the character string "OFF". As an example, the non-specific situation image HK includes a non-specific situation image HK that suggests or notifies a second setting in which the execution probability of the non-specific effect is not 0. In other words, the non-specific situation image HK that suggests or notifies a second setting is an image that suggests or notifies a setting in which the non-specific effect is executed. As an example, the non-specific situation image HK that suggests or notifies a second setting is an image that suggests or notifies a setting in which the non-specific effect is executed. As one example, the non-specific situation image HK suggesting or notifying the second setting is an image imitating the character string "normal." As one example, the non-specific situation image HK includes a non-specific situation image HK suggesting or notifying the third setting in which the performance intensity of the non-specific performance is stronger than that of the second setting. In other words, the non-specific situation image HK suggesting or notifying the third setting is an image suggesting or notifying a setting in which the performance intensity of the non-specific performance is relatively strong. As one example, the non-specific situation image HK suggesting or notifying the third setting is an image suggesting or notifying a setting in which the non-specific performance is executed. As one example, the non-specific situation image HK suggesting or notifying the third setting is an image imitating the character string "strong."
[0123] As an example, the non-specific situation image HK suggesting or notifying the setting of a non-specific effect has a different display mode from other non-specific situation images HK. Specifically, the non-specific situation image HK suggesting or notifying the setting of a non-specific effect is a brighter image than the other non-specific situation images HK. As an example, when the non-specific situation image HK is displayed, the item images GK different from the non-specific item image GK are not displayed. In other words, when the non-specific situation image HK is displayed, the specific item image GK is not displayed.
[0124] As shown in FIG. 8(f), as an example, when the cross button JB is operated while the non-specific situation image HK is displayed, the setting of the non-specific effect can be switched. Specifically, when the left button or the right button of the cross button JB is operated while the non-specific situation image HK is displayed, the setting of the non-specific effect can be switched. As an example, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is the first setting, the setting of the non-specific effect can be switched to the second setting. Also, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is the second setting, the setting of the non-specific effect can be switched to the third setting. Also, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is the third setting, the setting of the non-specific effect can be switched to the first setting. Also, when the left button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is the first setting, the setting of the non-specific effect can be switched to the third setting. Furthermore, when the left button of the cross button JB is operated while the non-specific situation image HK is displayed and the non-specific effect setting is set to Setting 2, the non-specific effect setting can be switched to Setting 1. Furthermore, when the left button of the cross button JB is operated while the non-specific situation image HK is displayed and the non-specific effect setting is set to Setting 3, the non-specific effect setting can be switched to Setting 2.
[0125] As an example, when the setting of the non-specific performance is switched from the first setting to the second setting, a non-specific notification related to the non-specific performance is executed. Also, when the setting of the non-specific performance is switched from the second setting to the third setting, a non-specific notification related to the non-specific performance is executed. As an example, the non-specific notification may include a non-specific rocking notification by the second vibration motor SM2. That is, the pachinko game machine 10 can execute a non-specific rocking notification by the second vibration motor SM2 as a non-specific notification. The non-specific rocking notification is a notification in which the performance button BT rocks by vibrating the second vibration motor SM2. As an example, in the non-specific rocking notification, the performance button BT rocks in the same rocking manner as the non-specific rocking performance. At this time, the non-specific rocking notification is executed in a rocking manner corresponding to the setting after switching. That is, when the setting after switching is the second setting, in the non-specific rocking notification, the performance button BT rocks in the same rocking manner as the non-specific rocking performance executed when it is the second setting. Furthermore, when the setting after switching is the third setting, in the non-specific rocking notification, the effect button BT rocks in the same rocking manner as the non-specific rocking effect executed when the third setting is selected.
[0126] The non-specific shaking notification may be a notification in which the effect button BT shakes in a shaking manner related to the non-specific shaking effect. The non-specific notification may include a non-specific display notification by the second effect display device EH2. The non-specific display notification is a notification in which a non-specific notification image related to the non-specific effect image HG is displayed in the display area R2 of the second effect display device EH2. As an example, the non-specific notification image is the same image as the non-specific effect image HG. The non-specific notification image may be an image related to the non-specific effect image HG, and may not be the same image. The non-specific notification may include a non-specific sound notification by the second speaker SP2. The non-specific sound notification is a performance in which a non-specific notification sound related to a non-specific effect sound is output from the second speaker SP2. As an example, the non-specific notification sound is the same sound as the non-specific effect sound. The non-specific notification sound may be a sound related to the non-specific effect sound, and may not be the same sound. The non-specific notification may also include a non-specific light emission notification by the second decorative lamp LA2. The non-specific light emission notification is a notification in which the second decorative lamp LA2 emits light in a non-specific light emission manner. The non-specific light emission notification may also be a notification in which the second decorative lamp LA2 emits light in a light emission manner related to the non-specific light emission manner. When the non-specific notification is composed of multiple notifications, some or all of the various notifications that make up the non-specific notification may have different start timings. Also, some or all of the various notifications that make up the non-specific notification may have different end timings.
[0127] The control executed by the sub-CPU 51 to execute these effects and notifications will now be described. First, the control executed by the sub-CPU 51 to execute customized effects, specific notifications, and non-specific notifications will be described.
[0128] When the sub-CPU51 inputs an operation signal of the effect button BT in the standby state, the sub-CPU51 determines that the effect button BT has been operated, and controls the second effect display device EH2 as a non-specific device to execute a customized effect. At this time, the sub-CPU51 determines that a specific item corresponding to the customization of the specific effect has been selected. In other words, the sub-CPU51 controls the second effect display device EH2 to display the specific item image GK in a brighter display mode than the other item images GK. As an example, the sub-CPU51 updates the selection information stored in the sub-RAM53 so that it is possible to identify that a specific item is being selected. The selection information is information that is possible to identify the selected item. When the sub-CPU51 starts the customized effect, it times a preset set time. As an example, the sub-CPU51 determines that the standby state is from when the standby command is input until when the special variation start command is input.
[0129] Thereafter, the sub-CPU51 controls the second performance display device EH2 to end the customized performance when the set time has elapsed. Also, when the sub-CPU51 detects that the up button or the down button of the cross button JB has been operated based on the operation signal when the operation signal is input during the period until the set time has elapsed, the sub-CPU51 changes the selected item. When it is possible to specify that a specific item is being selected from the selection information stored in the sub-RAM53, the sub-CPU51 updates the selection information so that it is possible to specify that a non-specific item is being selected. Also, when it is possible to specify that a non-specific item is being selected from the selection information stored in the sub-RAM53, the sub-CPU51 updates the selection information so that it is possible to specify that a specific item is being selected. The sub-CPU51 controls the second performance display device EH2 so that the item image GK corresponding to the selected item after the change is displayed in a brighter state than the other item images GK. Then, the sub-CPU51 initializes the timing status of the set time. That is, the sub-CPU51 measures the set time again.
[0130] In addition, when the operation signal of the effect button BT is input during the period until the set time has elapsed, the sub-CPU51 determines that the effect button BT has been operated, and controls the second effect display device EH2 so that the customization status of the effect corresponding to the selected item can be recognized. In other words, when it is possible to identify that a specific item is being selected from the selection information stored in the sub-RAM53, the sub-CPU51 controls the second effect display device EH2 to display a specific situation image TK indicating the customization status of the specific effect. At this time, the sub-CPU51 controls the second effect display device EH2 to display the specific situation image TK that suggests or notifies the setting of the specific effect in a brighter state than other specific situation images TK. As an example, the sub-CPU51 identifies the setting of the specific effect based on the specific setting information stored in the sub-RAM53. The specific setting information is information that can identify the setting of the specific effect. As an example, the specific setting information is updated so that it can be identified that the setting of the specific effect is the first setting when the power supply is started. After that, the sub-CPU51 initializes the timing status of the set time.
[0131] On the other hand, when it is possible to identify that a non-specific item is being selected from the selection information stored in the sub-RAM 53, the sub-CPU 51 controls the second performance display device EH2 to display a non-specific situation image HK indicating the customization status of the non-specific performance. At this time, the sub-CPU 51 controls the second performance display device EH2 to display the non-specific situation image HK, which suggests or notifies the setting of the non-specific performance, in a brighter state than other non-specific situation images HK. As an example, the sub-CPU 51 identifies the setting of the non-specific performance based on the non-specific setting information stored in the sub-RAM 53. The specific setting information is information that can identify the setting of the non-specific performance. As an example, the non-specific setting information is updated to identify that the setting of the non-specific performance is the second setting when power supply is started. After that, the sub-CPU 51 initializes the timing status of the setting time.
[0132] When the sub-CPU51 detects that the left button or the right button of the cross button JB has been operated based on the operation signal after displaying the specific situation image TK on the second performance display device EH2 during the period until the set time has elapsed, the sub-CPU51 changes the setting of the specific setting. As an example, when the first setting can be identified from the specific setting information stored in the sub-RAM53, the sub-CPU51 updates the specific setting information so that the second setting can be identified. Also, when the second setting can be identified from the specific setting information stored in the sub-RAM53, the sub-CPU51 updates the specific setting information so that the first setting can be identified. The sub-CPU51 controls the second performance display device EH2 so that the specific situation image TK suggesting or notifying the changed setting is displayed in a brighter manner than the other specific situation images TK. When the sub-CPU51 updates the specific setting information so that the second setting can be identified, the sub-CPU51 controls the performance unit 60 so that a specific notification is executed. After that, the sub-CPU51 initializes the timing status of the set time. That is, the sub-CPU 51 clocks the set time again. If the sub-CPU 51 receives an operation signal of the effect button BT during the period until the set time is clocked, the sub-CPU 51 determines that the effect button BT has been operated and controls the second effect display device EH2 to end the customized effect.
[0133] When the sub-CPU 51 inputs an operation signal of the cross button JB during the period until the set time has elapsed after displaying the non-specific situation image HK on the second performance display device EH2, and detects that the left button or the right button of the cross button JB has been operated based on the operation signal, the sub-CPU 51 changes the setting of the non-specific setting. As an example, when the first setting can be identified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the second setting can be identified when it detects that the right button of the cross button JB has been operated. As an example, when the second setting can be identified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the third setting can be identified when it detects that the right button of the cross button JB has been operated. As an example, when the third setting can be identified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the first setting can be identified when it detects that the right button of the cross button JB has been operated. As an example, when the first setting can be specified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the third setting can be specified when it detects that the left button of the cross button JB has been operated. As an example, when the second setting can be specified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the first setting can be specified when it detects that the left button of the cross button JB has been operated. As an example, when the third setting can be specified from the non-specific setting information stored in the sub-RAM 53, the sub-CPU 51 updates the non-specific setting information so that the second setting can be specified when it detects that the left button of the cross button JB has been operated. The sub-CPU 51 controls the second performance display device EH2 so that the non-specific situation image HK that suggests or notifies the changed setting is displayed in a brighter manner than the other non-specific situation images HK.
[0134] When the sub-CPU51 updates the non-specific setting information so that the second setting can be specified, the sub-CPU51 controls the second vibration motor SM2 as a non-specific device to execute a non-specific notification corresponding to the second setting. When the sub-CPU51 updates the non-specific setting information so that the third setting can be specified, the sub-CPU51 controls the second vibration motor SM2 as a non-specific device to execute a non-specific notification corresponding to the third setting. After that, the sub-CPU51 initializes the timing status of the set time. In other words, the sub-CPU51 times the set time again. When the sub-CPU51 inputs an operation signal of the effect button BT during the period until the set time is timed, the sub-CPU51 determines that the effect button BT has been operated and controls the second effect display device EH2 to end the customized effect.
[0135] Next, the control executed by the sub-CPU 51 to execute a specific performance will be described. As an example, when the sub-CPU51 inputs a special variation start command, it determines whether or not to execute a special effect based on the result of the winning lottery specified from the special variation start command and the specific setting information stored in the sub-RAM53. As an example, the sub-CPU51 determines not to execute a special effect when the result of the winning lottery is a miss and when the specific setting information is information that can specify the first setting. As an example, the sub-CPU51 performs a predetermined lottery when the result of the winning lottery is a big win and the specific setting information is information that can specify the second setting. As an example, the sub-CPU51 determines to execute a special effect when the predetermined lottery is won. On the other hand, the sub-CPU51 determines not to execute a special effect when the predetermined lottery is not won. As an example, the sub-CPU51 performs a predetermined lottery so that the rate of not winning the predetermined lottery is higher than the rate of winning the predetermined lottery. In other words, the sub-CPU51 performs a predetermined lottery so that the rate of deciding not to execute a special effect is higher than the rate of deciding to execute a special effect. As an example, when the sub-CPU 51 decides to execute a specific performance, it controls the performance unit 60 to execute the specific performance when a predetermined start timing arrives. As an example, the start timing of the specific performance is when a predetermined time has elapsed since the start of the SR performance.
[0136] Next, the control executed by the sub-CPU 51 to execute a non-specific performance will be described. As an example, when the sub-CPU51 inputs a special variation start command, it determines whether or not to execute a non-specific effect based on the result of the winning lottery specified from the special variation start command, the variation content specified from the special variation start command, and the non-specific setting information stored in the sub-RAM53. As an example, the sub-CPU51 determines not to execute a non-specific effect when the variation content does not include an SR effect and when the non-specific setting information is information that can specify the first setting. As an example, the sub-CPU51 performs a predetermined lottery when the variation content includes an SR effect and the non-specific setting information is information that can specify the second setting or the third setting. As an example, the sub-CPU51 determines to execute a non-specific effect when the predetermined lottery is won. On the other hand, the sub-CPU51 determines not to execute a non-specific effect when the predetermined lottery is not won. As an example, when the result of the winning lottery is a jackpot, the sub-CPU51 performs a predetermined lottery so that it is easier to win the predetermined lottery compared to when the result of the winning lottery is a miss. In other words, when the result of the winning lottery is a jackpot, the sub-CPU 51 is more likely to decide to execute a non-specific effect than when the result of the winning lottery is a miss. As an example, when the sub-CPU 51 decides to execute a non-specific effect, it controls the effect unit 60 to execute the non-specific effect when a predetermined start timing arrives. As an example, the start timing of the non-specific effect is when a predetermined time has elapsed since the start of the SR effect. As an example, the start timing of the non-specific effect is the same as the start timing of the specific effect.
[0137] The operation of this embodiment will be described. First, a specific example of customization of a specific effect and customization of a non-specific effect will be described.
[0138] As shown in Fig. 8(a), in the standby state, the player can operate the effect button BT to execute a customized effect for customizing a specific effect or a non-specific effect. When the customized effect starts, the item image GK is displayed on the second effect display device EH2. At this time, the specific item image GK is displayed in a brighter manner than the other item images GK. This makes it easier for the player to recognize that a specific item corresponding to the specific effect has been selected at the time the customized effect starts.
[0139] As shown in FIG. 8(c), a player who wants to customize a specific effect can customize the specific effect by operating the effect button BT when a specific item corresponding to the specific effect is selected. As a result, the specific situation image TK is displayed on the second effect display device EH2. At this time, the setting of the specific effect is set to the first setting. Therefore, on the second effect display device EH2, the specific situation image TK suggesting or notifying the first setting is displayed in a brighter manner than the other specific situation images TK. This makes it easier for the player to recognize that the setting of the specific effect is the first setting. At this time, a player who wants to set the setting of the specific effect to the first setting can end the customization effect without changing the setting of the specific effect by operating the effect button BT.
[0140] As shown in FIG. 8(d), a player who wants to change the setting of the specific effect to the second setting can change the setting of the specific effect to the second setting by operating the left button or the right button of the cross button JB when the setting of the specific effect is the first setting. In other words, the execution probability of the specific effect can be set to a setting (second setting) different from the standard setting (first setting). When the setting of the specific effect is changed to the second setting, a specific notification related to the specific effect is executed by the effect unit 60. As described above, the customized effect is executed in a standby state. In other words, the pachinko gaming machine 10 can execute a specific notification related to the specific effect while the variable game is not being executed. This makes it easier for the player to recognize the specific effect that may be executed thereafter. When the setting of the specific effect is changed to the second setting, the second effect display device EH2 displays a specific situation image TK that suggests or notifies the second setting in a brighter manner than other specific situation images TK. This makes it easier for the player to recognize that the setting of the specific effect has been changed from the first setting to the second setting.
[0141] As shown in Fig. 8(b), after the customization effect has started, a player who wants to customize a non-specific effect can select a non-specific item corresponding to a non-specific effect by operating the up button or down button of the cross button JB when a specific item corresponding to a specific effect is selected. When a non-specific item is selected, the non-specific item image GK is displayed in a brighter manner than the other item images GK on the second effect display device EH2. This makes it easy for a player who wants to customize a non-specific effect to recognize that a non-specific item corresponding to a non-specific effect has been selected.
[0142] As shown in FIG. 8(e), a player who wants to customize a non-specific effect can customize the non-specific effect by operating the effect button BT when a non-specific item corresponding to the non-specific effect is selected. As a result, the non-specific situation image HK is displayed on the second effect display device EH2. At this time, the setting of the non-specific effect is set to the second setting. Therefore, on the second effect display device EH2, the non-specific situation image HK that suggests or notifies the second setting is displayed in a brighter manner than the other non-specific situation images HK. This makes it easier for the player to recognize that the setting of the non-specific effect is the second setting. At this time, a player who wants to set the non-specific effect to the second setting can end the customization effect without changing the setting of the non-specific effect by operating the effect button BT.
[0143] As shown in FIG. 8(f), a player who wants to change the setting of the non-specific effect to the third setting can change the setting of the non-specific effect to the third setting by operating the right button of the cross button JB when the setting of the non-specific effect is the second setting. That is, the effect intensity of the non-specific effect can be set to a setting (third setting) different from the standard setting (second setting). When the setting of the non-specific effect is changed to the third setting, a non-specific notification related to the non-specific effect is executed by the second vibration motor SM2 as a non-specific device. As described above, the customized effect is executed in the standby state. That is, the pachinko gaming machine 10 can execute a non-specific notification related to the non-specific effect while the variable game is not being executed. This makes it easier for the player to recognize the non-specific effect that may be executed thereafter. In particular, since the non-specific notification is executed based on the setting of the non-specific effect after the change, the player can easily recognize the non-specific effect that is executed based on the setting of the non-specific effect after the change. This makes it easier for the player to recognize the presentation intensity of the non-specific presentation that he or she relatively prefers before the non-specific presentation is executed.
[0144] When the setting of the non-specific effect is changed to the third setting, the non-specific situation image HK that suggests or notifies the third setting is displayed in a brighter manner than the other non-specific situation images HK in the second effect display device EH2. This makes it easier for the player to recognize that the setting of the non-specific effect has been changed from the second setting to the third setting. Although not shown, a player who wants to set the setting of the non-specific effect to the first setting can change the setting of the non-specific effect to the first setting by operating the left button of the cross button JB when the setting of the non-specific effect is the second setting. In other words, the execution probability of the non-specific effect can be set to a setting (first setting) different from the standard setting (second setting). When the setting of the non-specific effect is changed to the first setting, the non-specific notification related to the non-specific effect is not executed. This makes it less likely that a player who does not want the non-specific effect to be executed will feel annoyed. When the setting of the non-specific effect is changed to the first setting, the second effect display device EH2 displays the non-specific situation image HK that suggests or notifies the first setting in a brighter manner than the other non-specific situation images HK, making it easier for the player to recognize that the setting of the non-specific effect has been changed from the second setting to the first setting.
[0145] In this way, in the pachinko gaming machine 10, the presentation intensity of the non-specific presentation can be set to a setting different from the standard setting, while the presentation intensity of the specific presentation cannot be set. In this embodiment, the specific presentation is executed by the presentation unit 60 that can be removed from the mounting frame 11b. Therefore, the player can execute the specific presentation at a position of his / her preference. In other words, the player can execute the specific presentation at the presentation intensity of his / her preference by arbitrarily changing the position of the presentation unit 60. Therefore, since the presentation intensity of the specific presentation cannot be set, it is possible to provide the specific presentation at the presentation intensity of the player's preference while suppressing the control from becoming complicated.
[0146] Next, a specific example of how specific effects and non-specific effects are executed will be described. As a premise, in the example described below, the setting for the specific performance is the second setting, the setting for the non-specific performance is the third setting, and it has been decided that the specific performance and the non-specific performance will be executed.
[0147] 9(a) shows the situation when the SR performance is started. At this time, the performance is not being performed by the performance unit 60. On the other hand, the SR performance is being performed by some or all of the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 (performance button BT).
[0148] As shown in Fig. 9(b), assume that the start timing of the specific and non-specific effects arrives during the execution of the SR effect. When the start timing of the specific effect arrives, the specific effect is executed in the effect unit 60. At this time, a player who wishes to enjoy the specific effect by himself or herself can execute the specific effect in a manner that is difficult or impossible for non-players to recognize by removing the effect unit 60 from the mounting frame 11b in advance and positioning it so that only he or she can easily recognize it, particularly by storing it in his or her pocket.
[0149] On the other hand, the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 (performance button BT) execute a non-specific performance that is easier for non-players to recognize than the specific performance. As described above, the non-specific performance is executed both when the winning lottery is not won and when the winning lottery is won, while the specific performance is executed only when the winning lottery is won. In other words, the non-specific performance is a performance that can be executed both when a bonus is awarded and when a bonus is not awarded, while the specific performance is a performance that can be executed only when a bonus is awarded. For this reason, although non-players can recognize the bonus expectation degree by the non-specific performance executed by the non-specific device, it is difficult for them to recognize whether a specific performance is being executed, or it is difficult for them to recognize that a bonus is being awarded because it is difficult for them to recognize.
[0150] In this way, the non-specific performance is a performance that can be executed in a manner that can be recognized by non-players. On the other hand, the specific performance is a performance that can be executed in a manner that is difficult for non-players to recognize, or is more difficult for non-players to recognize than the non-specific performance. More specifically, the specific performance is a performance that can be executed by a first mode that is more difficult for non-players to recognize than the non-specific performance, and a second mode that cannot be recognized by non-players, or is more difficult for non-players to recognize than the first mode. As described above, the position of the performance unit 60 removed from the mounting frame 11b can be changed by the player at will. As a result, the performance unit 60 can be changed to a position that is difficult for non-players to see. In particular, when the performance unit 60 is stored in a player's pocket, it can be said that it is not visible to non-players. In other words, the non-specific performance by the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as non-specific devices whose positions do not change can be said to be a performance that can be executed in an easily visible manner, while the specific performance by the performance unit 60 whose position can be changed arbitrarily can be said to be a performance that can be executed in a manner that is difficult or impossible for non-players to see. Similarly, the specific performance can be said to be a performance that can be executed by a first mode that is difficult for non-players to see compared to the non-specific performance, and a second mode that is impossible for non-players to see or is difficult for non-players to see compared to the first mode. And, in this embodiment, such a non-specific performance and the specific performance can be executed at the same time.
[0151] The effects of this embodiment will be described. (1-1) The effects of this embodiment include specific effects that are not recognizable to non-players, or that can be executed in a manner that is more difficult for non-players to recognize than non-specific effects. This makes it easier for situations to arise where only players can enjoy the specific effects. In other words, it is easier to stimulate a sense of superiority in players. This can therefore increase the interest of players.
[0152] (1-2) In addition, since the special effects are invisible or difficult to see for non-players, it is easy for situations to arise where only the players can enjoy the special effects. In other words, it is easy to stimulate the players' sense of superiority. Therefore, it is possible to increase the players' interest.
[0153] (1-3) The intensity of the non-specific effects can be set to a different setting from the standard setting, while the intensity of the specific effects cannot be set. This allows the player to customize the intensity of the non-specific effects according to his or her preference, making the non-specific effects easier for non-players to recognize than the standard. And by making the non-specific effects easier for non-players to recognize than the standard, the sense of superiority when the specific effects are executed can be enhanced.
[0154] (1-4) By being able to execute specific notifications related to specific effects while a variable game is not being executed, the player can experience the specific notifications related to the specific effects in advance, making it easier for the player to recognize the specific effects.
[0155] (1-5) By being able to execute a non-specific notification related to a non-specific effect while a variable game is not being executed, a player can experience the non-specific notification related to the non-specific effect in advance, making it easier for the player to recognize the non-specific effect.
[0156] (1-6) By being able to execute a specific presentation in a first manner that is more difficult for non-players to recognize than a non-specific presentation, and a specific presentation in a second manner that is unrecognizable by non-players or more difficult for non-players to recognize than the first manner, it becomes easier to create a situation in which only players can enjoy the specific presentation.
[0157] (1-7) By customizing specific effects, a player can create situations that he or she can enjoy alone. (1-8) By customizing the probability of a non-specific effect being executed, the player can relatively change the probability of a specific effect being executed, which is more likely to create a situation in which only the player can enjoy.
[0158] (1-9) The non-specific effects are effects that can be executed whether or not a bonus is awarded, whereas the specific effects are effects that can be executed only when a bonus is awarded. This makes it easy for the specific effects to create a situation where only the player can recognize in advance that a bonus will be awarded.
[0159] (1-10) By making it possible to execute a specific effect and a non-specific effect at the same time, when a non-specific effect is executed, only the player can easily recognize that a specific effect is being executed in addition to the non-specific effect, which tends to result in a situation in which only the player can enjoy both effects.
[0160] (1-11) In this embodiment, the rocking effects produced by the power generating device (motor) include specific rocking effects that cannot be recognized by non-players or can be executed in a manner that is more difficult for non-players to recognize than the non-specific rocking effects. This makes it easier for a situation to arise where only the player can enjoy the specific rocking effect. In other words, it is easy to stimulate the player's sense of superiority. This can therefore increase the player's interest. In addition, since the player can experience in advance the specific rocking notification produced by the first vibration motor SM1, which is the same power generating device as the specific rocking effect, the player can easily recognize the specific rocking effect.
[0161] (1-12) In addition, since the specific rocking effect is invisible or difficult to see for non-players, it is easy to create a situation where only the player can enjoy the specific rocking effect. In other words, it is easy to stimulate the player's sense of superiority. Therefore, it is possible to increase the player's interest.
[0162] (1-13) The presentation intensity of the non-specific rocking effect can be set to a setting different from the standard setting, while the presentation intensity of the specific rocking effect cannot be set. This allows the player to customize the presentation intensity of the non-specific rocking effect according to his or her preference, making the non-specific rocking effect easier to recognize by non-players than the standard. And by making the non-specific rocking effect easier to recognize by non-players than the standard, the sense of superiority when the specific rocking effect is executed can be enhanced.
[0163] (1-14) By being able to execute a specific vibration notification related to a specific vibration performance while a variable game is not being executed, a player can experience the specific vibration notification related to the specific vibration performance in advance, which makes it easier for the player to recognize the specific vibration performance.
[0164] (1-15) By being able to execute a non-specific vibration notification associated with a non-specific vibration performance while a variable game is not being executed, a player can experience the non-specific vibration notification associated with a non-specific vibration performance in advance, which makes it easier for the player to recognize the non-specific vibration performance.
[0165] (1-16) By being able to execute a specific rocking performance in a first manner that is more difficult for non-players to recognize than a non-specific rocking performance, and a specific rocking performance in a second manner that is unrecognizable by non-players or more difficult for non-players to recognize than the first manner, it becomes easier to create a situation in which only players can enjoy the specific rocking performance.
[0166] (1-17) By customizing a specific rocking effect, a player can create a situation that he or she can enjoy by himself or herself. (1-18) By customizing the probability of a non-specific vibration effect being executed, the player can relatively change the probability of a specific vibration effect being executed, which is likely to create a situation in which only the player can enjoy.
[0167] (1-19) The non-specific vibration effect can be executed whether or not a special benefit is awarded, whereas the specific vibration effect can be executed only when a special benefit is awarded. This makes it easy for a situation to arise where only the player can recognize in advance that a special benefit will be awarded by the specific vibration effect.
[0168] (1-20) Since the specific rocking effect and the non-specific rocking effect can be executed simultaneously, when the non-specific rocking effect is executed, only the player can easily recognize that the specific rocking effect is being executed in addition to the non-specific rocking effect, which tends to result in a situation where only the player can enjoy both effects.
[0169] [Second embodiment] Next, a second embodiment of the pachinko gaming machine will be described. In the following description, the same configurations and the same controls as those in the already described embodiments are denoted by the same reference numerals, and duplicate descriptions thereof will be omitted or simplified.
[0170] As shown in FIG. 10, the pachinko gaming machine 10 of the second embodiment differs from the first embodiment in that it does not include a performance unit 60 as a specific device. The pachinko gaming machine 10 of the second embodiment also differs from the first embodiment in that it includes a USB cable uk instead of the cable k13. The USB cable uk is a member for electrically connecting the pachinko gaming machine 10 and the specific device. The USB cable uk is an independent wiring part different from the cables k14, k15, k16, and k17 as wiring parts for electrically connecting with the non-specific device. Here, the independent wiring part different from the wiring part for electrically connecting with the non-specific device means that both connectors (connecting parts) at both ends are different from the connectors (connecting parts) at both ends of the wiring part for electrically connecting with the non-specific device. The independent wiring part different from the wiring part for electrically connecting with the non-specific device means that both connectors (connecting parts) at both ends are not common to the connectors (connecting parts) at both ends of the wiring part for electrically connecting with the non-specific device. The independent wiring section, which is different from the wiring section for electrically connecting with the non-specific device, means that both connectors (connecting sections) at both ends are not combined with the connectors (connecting sections) at both ends of the wiring section for electrically connecting with the non-specific device. In other words, the independent wiring section, which is different from the wiring section for electrically connecting with the non-specific device, is a member that can be removed with the wiring section for electrically connecting with the non-specific device attached. As an example, the specific device in the second embodiment is a mobile terminal (e.g., a smartphone) owned by a player. In the second embodiment, the player can electrically connect the pachinko game machine 10 and the mobile terminal owned by the player via a USB cable uk. This allows the player to have the mobile terminal owned by the player execute a specific performance.
[0171] As shown in FIG. 11, in the pachinko gaming machine 10 of this embodiment, when the pachinko gaming machine 10 and the specific device are not connected via the USB cable uk, the special notification can be executed. As an example, the special notification can be executed in a standby state. As an example, the special notification is a notification that allows the user to recognize that the specific device is not connected. As an example, the special notification is a notification that prompts the user to connect the specific device. As an example, the special notification is a notification that allows the user to recognize the execution conditions of the specific performance. As an example, the special notification may include a display effect that displays a special image HS in the second performance display device EH2. As an example, the special image HS is an image that allows the user to recognize that the specific device is not connected. As an example, the special image HS is an image that prompts the user to connect the specific device. As an example, the special image HS is an image that allows the user to recognize the execution conditions of the specific performance. As an example, the special image HS is an image that imitates the character string "When the smartphone is connected, the smartphone will execute the specific performance."
[0172] Next, the process executed by the secondary CPU 51 in the second embodiment will be described. First, the process executed by the sub-CPU 51 to execute the special notification will be described. As an example, when the sub-CPU 51 determines that the pachinko gaming machine 10 has been controlled to the standby state by inputting a standby command, the sub-CPU 51 determines whether or not the matching condition is satisfied. The matching condition is a condition that includes at least that the USB cable uk is electrically connected to the specific device. The matching condition is satisfied when a matching specific device is connected to the pachinko gaming machine 10 via the USB cable uk. As an example, the sub-CPU 51 determines that a matching specific device is connected to the pachinko gaming machine 10 when a connection command is input from the specific device via the USB cable uk. In other words, the sub-CPU 51 determines that the matching condition is satisfied when a connection command is input from the specific device via the USB cable uk. As an example, the specific device outputs a connection command when a player (owner) executes a dedicated application installed in the specific device. As an example, the dedicated application is distributed by the manufacturer (manufacturer) of the pachinko gaming machine 10 in an application store or the like, and is installed in the specific device by a player acquiring the distributed dedicated application in advance. That is, in this embodiment, the specific device that matches the pachinko gaming machine 10 is a specific device in which a dedicated application is installed.
[0173] If the matching condition is satisfied, the sub-CPU51 does not execute the special notification. If the matching condition is not satisfied, the sub-CPU51 controls the second performance display device EH2 to execute the special notification. In other words, when the USB cable uk is not electrically connected to the specific device, the sub-CPU51 can control the non-specific device to execute a special notification regarding the connection with the specific device. As an example, if the matching condition is satisfied during the execution of the special notification, the sub-CPU51 controls the second performance display device EH2 to end the special notification. If the sub-CPU51 determines that the standby state has ended by inputting a special variation start command, it controls the second performance display device EH2 to end the special notification.
[0174] Next, a process executed by the secondary CPU 51 to execute a specific notification in this embodiment will be described. In the second embodiment, when the specific setting information is updated so that the second setting can be specified, the secondary CPU 51 does not execute a process for executing a specific notification. On the other hand, when the secondary CPU 51 determines that the matching condition is satisfied, that is, when a connection command is input from the specific device via the USB cable uk, the secondary CPU 51 executes a process for executing a specific notification. Specifically, when the matching condition is satisfied, the secondary CPU 51 can output a specific notification command via the USB cable uk for causing the specific device to execute a specific notification related to a specific performance.
[0175] Next, the process executed by the sub-CPU 51 to execute a specific performance in this embodiment will be described. When the sub-CPU51 decides to execute a specific performance, it judges whether or not the matching condition is satisfied when a predetermined start timing arrives. When the matching condition is satisfied, the sub-CPU51 can output a specific performance command for causing the specific device to execute the specific performance via the USB cable uk. When the matching condition is not satisfied, the sub-CPU51 cannot output the specific performance command via the USB cable uk. In other words, when the USB cable uk is not electrically connected to the specific device, the sub-CPU51 cannot output the specific performance command.
[0176] The specific execution modes of the specific effects and non-specific effects in this embodiment will be described below. In the example described below, it is assumed that the setting of the specific performance is the second setting, the setting of the non-specific performance is the third setting, and the execution of the specific performance and the non-specific performance is determined. In the example described below, it is assumed that the consistency condition is satisfied.
[0177] 12 shows the situation when the start timing of the specific effect and the non-specific effect arrives. When the start timing of the specific effect and the non-specific effect arrives, the sub-CPU51 outputs a specific effect command for causing the specific device to execute the specific effect via the USB cable uk if the matching condition is satisfied. As an example, in the specific device, when the specific effect command is input via the USB cable uk, the specific effect is executed by the dedicated application being executed.
[0178] On the other hand, when the start timing of the specific performance and the non-specific performance arrives, the sub-CPU51 can control the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as the non-specific device so as to execute the non-specific performance whose recognition manner is different from that of the specific performance. Specifically, since the setting of the non-specific performance is the third setting, the sub-CPU51 controls the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as the non-specific device so as to execute the non-specific performance corresponding to the third setting.
[0179] The effects of this embodiment will be described. (2-1) According to this embodiment, when the matching condition is satisfied, that is, when a specific device that matches the pachinko gaming machine 10 is electrically connected to the USB cable uk, a specific effect command can be output to cause the specific device to execute a specific effect. This allows the specific device to be instructed to execute a specific effect when a specific device that matches the pachinko gaming machine 10 is electrically connected. As a result, the player's interest can be increased by the specific effect executed by the specific device electrically connected via the USB cable uk. Furthermore, this specific effect is more difficult for non-players to recognize than a non-specific effect executed by a non-specific device provided in the gaming machine, and therefore is more likely to stimulate the player's sense of superiority. Therefore, the player's interest can be increased.
[0180] (2-2) According to this embodiment, the special effects are executed by a special device connected to the pachinko gaming machine 10. Therefore, the manufacturer of the pachinko gaming machine 10 can change the execution mode of the special effects by updating the dedicated application at any time. This makes it possible to prevent the special effects from becoming stale, and to increase the interest of the player.
[0181] [Third embodiment] Next, a third embodiment of the pachinko gaming machine will be described. As shown in Fig. 13, in the pachinko gaming machine 10 of the third embodiment, when the inconsistency condition is satisfied, the special notification can be executed. The inconsistency condition is satisfied when an inconsistent device is connected to the pachinko gaming machine 10 via the USB cable uk. The inconsistent device is a device that does not execute a specific effect even if the pachinko gaming machine 10 outputs a specific effect command. Also, the inconsistent device is a device that does not execute a specific notification even if the pachinko gaming machine 10 outputs a specific notification command.
[0182] As an example, the special notification is a notification different from the special notification. As an example, the special notification is a notification by which it is possible to recognize that an incompatible device is connected. In other words, the special notification is a notification by which it is possible to recognize that a specific performance will not be executed. The special notification is a notification by which it is possible to recognize that a specific performance will not be executed. As an example, the special notification may include a display performance in which a special image FG is displayed on the second performance display device EH2. The special image FG is an image by which it is possible to recognize that an incompatible device is connected. As an example, the special image FG is an image imitating the string of characters "This is a non-compatible smartphone."
[0183] Next, the process executed by the sub-CPU 51 to execute a special notification will be described. When the sub-CPU51 determines that the inconsistency condition is satisfied, it controls the second performance display device EH2 to execute a special notification. As an example, the sub-CPU51 determines that the inconsistency condition is satisfied when a control command different from the connection command is input from the inconsistency device via the USB cable uk. In other words, the sub-CPU51 determines that an inconsistent inconsistent device is connected to the pachinko gaming machine 10 when a control command different from the connection command is input from the inconsistent device via the USB cable uk. As an example, the sub-CPU51 controls the second performance display device EH2 to end the special notification when the inconsistency condition is resolved. As an example, the sub-CPU51 determines that the inconsistency condition is resolved when the matching condition is satisfied.
[0184] As one example, a control command different from a connection command may be output by executing an application different from a dedicated application on a mobile terminal owned by a player. As one example, a control command different from a connection command may be output when a dedicated application is executed on a mobile terminal owned by a player and it is determined that the mobile terminal does not have a function for executing a specific effect by the dedicated application.
[0185] Thus, in this embodiment, the sub-CPU51 can control the second performance display device EH2 to execute a special notification that is different from the special notification when the inconsistency condition is satisfied.
[0186] (3-1) According to this, when the matching conditions are not met, a special notification is executed simply when a specific device is not connected, and a special notification is executed when an incompatible device is connected, so that when the matching conditions are not met, the player can easily recognize the cause.
[0187] The above-described embodiments may be modified as follows: The above-described embodiments and the following modifications may be combined with each other to the extent that no technical contradiction occurs. In the second embodiment, it is not necessary for special notification to be executable.
[0188] In the second embodiment, the special notification may be executed at any timing. As an example, the special notification may be executed during at least one of the execution of the variable game and the execution of the winning game in addition to or instead of the standby state.
[0189] In the third embodiment, a special notification may be executed instead of the special notification. That is, the sub-CPU51 can control the second performance display device EH2 to execute a special notification when the inconsistency condition is met. This allows the special notification to be executed when the matching condition is not met, either when the specific device is not connected or when the inconsistency device is connected. Therefore, the special notification allows the user to recognize that the matching condition is not met, and also prevents the control from becoming complicated.
[0190] In the third embodiment, the special notification may be executable at any timing. For example, the special notification may be executable when the device is in a standby state and the inconsistency condition is satisfied.
[0191] In the second and third embodiments, when the specific setting information is updated so that the second setting can be specified, the secondary CPU51 may be capable of outputting a specific notification command for causing the specific device to execute a specific notification related to the specific effect when the specific setting information is updated. In other words, in the second embodiment, while the variable game is not being executed, the secondary CPU51 may be capable of outputting a specific notification command for causing the specific device to execute a specific notification related to the specific effect via the USB cable uk.
[0192] In the second and third embodiments, the pachinko gaming machine 10 may be capable of communicating with a specific device (a mobile terminal owned by a player) via Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication.
[0193] In the second and third embodiments, the specific effect command is output if the matching condition is satisfied when the start timing of the specific effect arrives during the execution of the variable game, but this is not limited to the above. As an example, the specific effect command may be output when the matching condition is satisfied during the execution of the variable game after the start timing of the specific effect arrives and before the end timing of the specific effect arrives. As an example, the specific effect command may be different depending on the elapsed time after the start timing of the specific effect arrives. In this case, it can be said that the sub-CPU51 can output a control command to cause the specific device to execute the specific effect from the middle when the matching condition is satisfied during the execution of the variable game after the start timing of the specific effect arrives and before the end timing of the specific effect arrives. In other words, the specific device that inputs the control command may be configured to execute the specific effect from the middle, assuming that the specific effect has been executed during the period from the start timing of the specific effect arrives to the input of the control command.
[0194] Also, as an example, the specific effect command may be the same regardless of the time that has elapsed since the start timing of the specific effect arrives. In this case, it can be said that the sub-CPU51 can output a control command to cause the specific device to execute the specific effect from the beginning when the matching condition is satisfied during the execution of the variable game after the start timing of the specific effect arrives and before the end timing of the specific effect arrives. In other words, the specific device to which the control command is input may be configured to execute the specific effect from the beginning. In this case, the sub-CPU51 may be capable of outputting a control command to cause the specific device to end the specific effect when the end timing of the specific effect arrives.
[0195] In the second and third embodiments, when the sub-CPU 51 determines whether or not to execute a specific effect, if the matching condition is not satisfied, the sub-CPU 51 may determine not to execute the specific effect. In other words, when the matching condition is satisfied during execution of a variation game, the sub-CPU 51 may be able to output a specific effect command after the start of the next variation game.
[0196] The effects constituting the specific effect and the effects constituting the non-specific effect may be changed arbitrarily. As an example, the specific effect may not include a specific display effect. As an example, the specific effect may not include a specific sound effect. As an example, the specific effect may not include a specific light emission effect. As an example, the specific effect may not include a specific rocking effect. As an example, the non-specific effect may not include a non-specific display effect. As an example, the non-specific effect may not include a non-specific sound effect. As an example, the non-specific effect may not include a non-specific light emission effect. As an example, the non-specific effect may not include a non-specific rocking effect. To give a more specific example, the non-specific effect may include a sound effect that outputs a sound, while the specific effect may not include a sound effect that outputs a sound. In other words, the sound effect by the second speaker SP2 may be executed in conjunction with the execution of the non-specific rocking effect, while the sound effect by the first speaker SP1 may not be executed in conjunction with the execution of the specific rocking effect. As a specific example, the specific effect may be composed only of a specific rocking effect, and the non-specific effect may be composed only of a non-specific rocking effect.
[0197] The execution timing of the specific effect and the execution timing of the non-specific effect may be changed arbitrarily. For example, the execution timing of the specific effect may be partially or completely different from the execution timing of the non-specific effect. In other words, the specific effect and the non-specific effect may not be executable at the same time.
[0198] The notifications that make up the specific notification may be changed as desired. As an example, the specific notification may not include a specific display notification. As an example, the specific notification may not include a specific sound notification. As an example, the specific notification may not include a specific light emission notification. As an example, the specific notification may not include a specific rocking notification. As an example, the number of notifications that make up the specific notification may be different from the number of effects that make up the specific effect. In other words, the number of notifications that make up the specific notification may be less than or greater than the number of effects that make up the specific effect. As an example, the notifications that make up the specific notification may include notifications that are not related to the effects that make up the specific effect.
[0199] The notifications constituting the non-specific notification may be changed arbitrarily. As an example, the number of notifications constituting the non-specific notification may be the same as the number of effects constituting the non-specific effects. As an example, the number of notifications constituting the non-specific notification may be greater than the number of effects constituting the non-specific effects. As an example, the notifications constituting the non-specific notification may include notifications that are not related to the effects constituting the non-specific effects.
[0200] The setting of the specific effect may be changed arbitrarily. For example, there may be three or more settings for the specific effect. For example, the standard setting for the specific effect may be a setting in which the execution probability of the specific effect is not 0. In this case, the setting for the specific effect may include one or both of a setting in which the execution probability of the specific effect is lower than the standard setting and a setting in which the execution probability of the specific effect is higher than the standard setting. For example, in addition to or instead of a setting (second setting) in which the execution probability of the specific effect is different from the standard setting, the setting for the specific effect may include a setting in which the recognizable bonus expectation is different from the standard setting. In other words, at least one of the execution probability of the specific effect and the bonus expectation may be set to a setting different from the standard setting. In addition to or instead of these, the setting for the specific effect may include a setting in which the performance intensity of the specific effect is different from the standard setting. In this case, the standard setting for the specific effect may be a setting in which the performance intensity of the specific effect is 0 or approximately 0. For example, when more than one of the execution probability, bonus expectation, and performance intensity of the specific effect can be set to a setting different from the standard setting, they may be individually settable or may not be individually settable. As an example, certain effects may not be customizable.
[0201] The setting of the non-specific effect may be changed arbitrarily. As an example, the setting of the non-specific effect may be 2, 4 or more. As an example, the setting of the non-specific effect may include a setting in which the execution probability of the non-specific effect is higher than the standard setting. As an example, the setting of the non-specific effect may include a setting in which the execution intensity of the non-specific effect is lower than the standard setting. As an example, the standard setting of the non-specific effect may be a setting in which the execution probability of the non-specific effect is 0. As an example, the standard setting of the non-specific effect may be a setting in which the performance intensity of the non-specific effect is 0 or approximately 0. As an example, the non-specific effect may be an effect in which some or all of the execution probability, the bonus expectation, and the performance intensity can be set to a setting different from the standard setting. As an example, when more than one of the execution probability, the bonus expectation, and the performance intensity of the non-specific effect can be set to a setting different from the standard setting, they may be individually configurable or may not be individually configurable. As an example, the non-specific effect may not be customizable.
[0202] The setting of the specific effect and the setting of the non-specific effect may be changeable in a state different from the standby state. As an example, the setting of the specific effect and the setting of the non-specific effect may be changeable during the execution of the variable game and during the execution of the winning game, respectively. In this case, the specific notification and the non-specific notification may not be executed during the execution of the variable game and during the execution of the winning game, or may be executed. As an example, when the setting of the specific effect and the setting of the non-specific effect are changed during the execution of the specific effect or the execution of the non-specific effect, the changed setting may be reflected in each effect being executed, or may be reflected at the start of the predetermined variable game or at the end of the predetermined variable game. As an example, when the effect intensity is changed by changing the setting, each effect being executed may be executed with the effect intensity corresponding to the changed setting. As an example, when the execution probability or the bonus expectation degree is changed by changing the setting, it may be reflected at the start of the predetermined variable game or at the end of the predetermined variable game.
[0203] The performance unit 60 may be provided with an earphone or an earphone jack to which earphones can be connected in addition to or instead of the first speaker SP1. The content of each type of performance may be changed as desired. As an example, a performance by a specific device may be performed by one or more components selected arbitrarily from among the first performance display device EH1, the first speaker SP1, the first decorative lamp LA1, and the first vibration motor SM1, and components different from these that are included in the performance unit 60. As an example, a performance by a non-specific device may be performed by one or more components selected arbitrarily from the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and components different from these (e.g., movable bodies, etc.).
[0204] The specific effect may be an effect that allows the player to recognize the type of the benefit that can be awarded in addition to or instead of the benefit expectation level. As an example, the specific effect may be executed in different presentation modes depending on the type of the benefit that can be awarded.
[0205] The devices (components) that make up a specific device may be changed as desired. The devices (components) that make up the non-specific device may be changed as desired. The pachinko game machine 10 may be capable of executing one or more arbitrary effects. As an example, the arbitrary effect may be an effect executed in one variable game, an effect that can be executed in multiple variable games (so-called pre-reading effect), or an effect during a jackpot game. As an example, the arbitrary effect may be an effect by a specific device, an effect by a non-specific device, or an effect by both a specific device and a non-specific device. As an example, the effect by a specific device may have an effect that is common to the effect by a non-specific device, or an effect that is not common to the effect by a non-specific device. In addition, the effect by a specific device may be configured to include both an effect that is common to the effect by a non-specific device and an effect that is not common to the effect by a non-specific device. In addition, the effects by both a specific device and a non-specific device may be capable of executing an effect that is common to each device, or may be capable of executing an effect that is not common to each device, or may be capable of executing an effect that is common to some devices and an effect that is not common to other devices. In other words, a given performance may include a performance by a specific device and a performance by a non-specific device that is partially or completely common to the performance, and these performances may be performed at the same time or at different times. Here, the common performances are not limited to being the same performances as long as they are recognizable as being common. For example, the common performances may be related performances.
[0206] The arbitrary performance by the specific device may be either a performance by some of the specific devices or a performance by all of the specific devices. In other words, the arbitrary performance by the specific device may be configured by any combination of one or more of the following: a display performance common to the display performance by the non-specific device, a display performance not common to the display performance by the non-specific device, a sound performance common to the sound performance by the non-specific device, a sound performance not common to the sound performance by the non-specific device, a light-emitting performance common to the light-emitting performance by the non-specific device, a light-emitting performance not common to the light-emitting performance by the non-specific device, a rocking performance common to the rocking performance by the non-specific device, and a rocking performance not common to the rocking performance by the non-specific device. In addition, the pachinko gaming machine 10 may have a function that replaces the description regarding the customization of the specific performance with "an arbitrary performance by a specific device". In this case, the pachinko gaming machine 10 may be capable of executing "an arbitrary notification by a specific device" related to the arbitrary performance by the specific device.
[0207] The arbitrary performance by the non-specific device may be either a performance by some of the non-specific devices or a performance by all of the non-specific devices. In other words, the arbitrary performance by the non-specific device may be configured by any combination of one or more of the following: a display performance common to the display performance by the specific device, a display performance not common to the display performance by the specific device, a sound performance common to the sound performance by the specific device, a sound performance not common to the sound performance by the specific device, a light-emitting performance common to the light-emitting performance by the specific device, a light-emitting performance not common to the light-emitting performance by the specific device, a rocking performance common to the rocking performance by the specific device, and a rocking performance not common to the rocking performance by the specific device. In addition, the pachinko gaming machine 10 may have a function that replaces the description regarding the customization of the non-specific performance with "an arbitrary performance by the non-specific device". In this case, the pachinko gaming machine 10 may be capable of executing "an arbitrary notification by the non-specific device" related to the arbitrary performance by the non-specific device.
[0208] The pachinko gaming machine 10 may be capable of monitoring whether a problem such as a malfunction has occurred. The problem is a so-called error. As an example, the pachinko gaming machine 10 may be capable of monitoring whether a specific error has occurred, and when a specific error has occurred, a specific error notification that allows the player to recognize that a specific error has occurred may be executed by a non-specific device. As an example, the specific error notification may be executable for a certain period of time, or may be executable until the specific error is resolved. In this configuration, the specific error notification may be executable at the same time as the specific effect and the non-specific effect. According to this, the non-specific effect becomes difficult for players and non-players to recognize as a result of the specific error notification being executed by the non-specific device, but the recognition mode of the specific effect by the specific device does not change. As a result, in a situation where the specific effect and the specific error notification are executed at the same time, it is easier to stimulate the player's sense of superiority. Therefore, the player's interest can be improved.
[0209] Also, as an example, the specific error notification may be executable at the same time as the specific performance, but may not be executable at the same time as the non-specific performance. As an example, when the execution conditions for both the specific error notification and the non-specific performance are met at the same time, the specific error notification may be executed, but the non-specific performance may not be executed.
[0210] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more jackpot games selected arbitrarily from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.
[0211] The game state after the end of each jackpot game may be changed arbitrarily. In other words, there may be a jackpot game that is controlled to a low-probability non-time-saving state after the end of the jackpot game, a jackpot game that is controlled to a high-probability non-time-saving state after the end of the jackpot game, a jackpot game that is controlled to a low-probability time-saving state after the end of the jackpot game, or a jackpot game that is controlled to a high-probability time-saving state after the end of the jackpot game.
[0212] As an example, the specific effect and the non-specific effect may be executable during a big win game. In other words, the expectation of a special benefit that can be recognized by the specific effect and the non-specific effect may be the expectation of a more advantageous game state being given as a game state after the end of the big win game.
[0213] The first special game and the second special game may be executed in the order in which the hold conditions are met. The pachinko gaming 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 specification), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko gaming 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 probability variable specification). The pachinko gaming machine 10 may be a specification that combines the fall specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.
[0214] The special pattern winning lottery may include a small win lottery in addition to a big win lottery. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. A small win is an example of a win. A small win is an example of a bonus. As an example, the high probability non-time-saving state may be a state in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is improved compared to the low probability non-time-saving state (so-called small win RUSH specification).
[0215] The pachinko game machine 10 may adopt a specification classified as the second type, also called "wing type" or "airplane type." In this type of pachinko game machine, the opening and closing wings (opening and closing members) of the ball entry device (big prize entry port) open when a game ball enters the start port or a small win occurs, and the game ball that entered the ball entry device enters the special ball entry port, causing a big win game to occur. When configured in this way, the conditions for the execution of a special notification may be established when a game ball enters the special ball entry port.
[0216] In addition to or instead of the losing symbol, a symbol different from the losing symbol (hereinafter referred to as a chance symbol) may be provided as a special symbol when the winning lottery is not won. When the chance symbol is stopped and displayed in the special game during a low winning rate state, the game may be configured to be controlled to a high winning rate state. The type of chance symbol may be one type or multiple types. When configured in this way, the high winning rate state granted by the chance symbol being stopped and displayed is an example of a privilege. In other words, the privilege expectation degree recognizable by the specific effect and the non-specific effect may be the expectation degree that the high winning rate state is granted after the variable game ends.
[0217] The device may be provided with a function (so-called complete function) that restricts the execution of a game when a specific number of balls calculated based on the number of game balls acquired by the player and the number of game balls used by the player in the game reaches a predetermined upper limit.
[0218] The information stored in the main RAM 43 and any information that is a part or all of the information stored in the sub-RAM 53 may be backup information that can be backed up (retained) even if the power supply is cut off. As an example, when information related to the execution of a performance is used as backup information, for each performance and each notification, if the power supply is cut off during execution or while execution is pending, and then the power supply is started, it may be possible to newly execute it after the power supply starts. As an example, one or more performances arbitrarily selected from the specific performance and the non-specific performance may be newly executable after the power supply starts when the power supply is cut off during execution or while execution is pending, and then the power supply is started. As an example, one or more notifications arbitrarily selected from the specific notification, non-specific notification, special notification, and special notification may be newly executable after the power supply starts when the power supply is cut off during execution or while execution is pending, and then the power supply is started.
[0219] In the case where the arbitrary information is configured to be backed up, the arbitrary information (backup information) may be initialized when the power supply is cut off and then started. In this case, when the power supply is cut off and then started, a return notification that allows the user to recognize that the arbitrary information (backup information) has not been initialized and an initialization notification that allows the user to recognize that the arbitrary information (backup information) has been initialized may be executed. As an example, the return notification may be a notification by some or all of the specified devices, a notification by some or all of the non-specified devices, or a notification by both some or all of the specified devices and some or all of the non-specified devices. In other words, the return notification may be configured by any combination of one or more of the following: a display notification by a specified device, a display notification by a non-specified device, a sound notification by a specified device, a sound notification by a non-specified device, a light emission notification by a specified device, a light emission notification by a non-specified device, a rocking notification by a specified device, and a rocking notification by a non-specified device. As an example, the initialization notification may be a notification by some or all of the specified devices, a notification by some or all of the non-specified devices, or a notification by both some or all of the specified devices and some or all of the non-specified devices. In other words, the initialization notification may be configured by any combination of one or more of the following: a display notification by a specified device, a display notification by a non-specified device, a sound notification by a specified device, a sound notification by a non-specified device, a light emission notification by a specified device, a light emission notification by a non-specified device, a rocking notification by a specified device, and a rocking notification by a non-specified device. Note that, when the return notification and the initialization notification are notifications by both some or all of the specified devices and some or all of the non-specified devices, a common notification may be executable by some or all of the specified devices and the non-specified devices.
[0220] In the second and third embodiments, when one or both of the recovery notification and the initialization notification include a notification by a specific device, the secondary CPU 51 may be capable of outputting a control command for executing the recovery notification or the initialization notification via the USB cable uk when the power supply is cut off in a situation where the matching condition is satisfied and then the power supply is started. As an example, the secondary CPU 51 may be capable of outputting a control command for executing the recovery notification or the initialization notification if the matching condition is satisfied when the power supply is started.
[0221] The main CPU 41, the main ROM 42, the main RAM 43, and the random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.
[0222] The pachinko game machine 10 may be provided with a sub-substrate 50 as a sub-general control substrate, and a performance unit control substrate that specializes in controlling the performance unit 60, a display control substrate that specializes in controlling the second performance display device EH2, a light emission control substrate that specializes in controlling the second decorative lamp LA2, and a sound control substrate that specializes in controlling the second speaker SP2, in addition to the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. In addition, the performance unit control substrate, the display control substrate, the light emission control substrate, and the sound control substrate may be arbitrarily combined to form a single or multiple substrates.
[0223] The various notifications described in this specification may be executable as a performance. The various effects described in this specification may be executable as notifications. Each embodiment may be embodied in a slot machine. A slot machine (pachislot) is a gaming machine that uses medals as a gaming medium, draws a winning combination by operating a start lever, stops the rotation of the reels by operating a stop button, and pays out medals as a prize when a winning combination is obtained according to the result of the winning combination.
[0224] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Additional Note I) A gaming machine comprising a specific power generating means, a non-specific power generating means different from the specific power generating means, a control means, and a variable game executing means capable of executing a variable game, capable of executing a specific rocking effect by the specific power generating means, capable of executing a non-specific rocking effect by the non-specific power generating means, the non-specific rocking effect being an effect that can be executed in a manner that can be recognized by non-players, the specific rocking effect being an effect that cannot be recognized by non-players or is difficult for non-players to recognize compared to the non-specific rocking effect, and capable of executing a specific rocking notification by the specific power generating means while the variable game is not being executed.
[0225] (Appendix B) The gaming machine described in (Appendix A), wherein the specific shaking effect can be executed in a first mode that is more difficult for non-players to recognize than the non-specific shaking effect, and a second mode that is unrecognizable to non-players or more difficult for non-players to recognize than the first mode.
[0226] (Appendix C) The specific vibration effect is an effect that allows the player to recognize the expectation level of a bonus being awarded, and at least one of the probability of the specific vibration effect being executed and the expectation level can be set to a setting different from a standard setting.
[0227] (Appendix D) A gaming machine comprising a sound output means for outputting sound, wherein a sound effect is executed by the sound output means in conjunction with the execution of the non-specific rocking effect, and wherein a sound effect is not executed by the sound output means in conjunction with the execution of the specific rocking effect. (Appendix I), (Appendix B), or (Appendix C).
[0228] (Appendix E) A gaming machine described in any one of (Appendix A), (Appendix B), (Appendix C), and (Appendix D), in which the probability of executing the non-specific rocking effect can be set to a setting different from a standard setting. (Appendix F) A gaming machine described in any of (Appendix A), (Appendix B), (Appendix C), (Appendix D), and (Appendix E), wherein the non-specific rocking effect is an effect that can be executed whether a bonus is awarded or not, and the specific rocking effect is an effect that can be executed only when a bonus is awarded.
[0229] (Appendix G) A gaming machine described in any of (Appendix A), (Appendix B), (Appendix C), (Appendix D), (Appendix E), and (Appendix F), which is capable of executing a non-specific oscillation notification by the non-specific power generating means while the variable game is not being executed.
[0230] (Appendix H) A gaming machine described in any one of (Appendix I), (Appendix B), (Appendix C), (Appendix D), (Appendix E), (Appendix F), and (Appendix G), in which the non-specific rocking effect and the specific rocking effect can be executed at the same time.
[0231] (Additional Note R) A gaming machine comprising a specific device including a specific power generating device, a non-specific device including a non-specific power generating device different from the specific power generating device, and a control means, and capable of executing a specific performance by the specific device and a non-specific performance by the non-specific device, wherein the specific performance includes a rocking performance by the specific power generating device, and the non-specific performance includes a rocking performance by the non-specific power generating device, the non-specific performance is a performance that can be executed in a manner that can be recognized by non-players, and the specific performance is a performance that cannot be recognized by non-players or is difficult for non-players to recognize compared to the non-specific performance.
[0232] (Note J) A gaming machine capable of executing a variable game, comprising a specific device, a non-specific device different from the specific device, and a control means, capable of executing a specific presentation by the specific device and a non-specific presentation by the non-specific device, the non-specific presentation being a presentation that can be executed in a manner that is easily visible to non-players, and the specific presentation being a presentation that can be executed in a manner that is difficult or impossible to see by non-players, and capable of executing a specific notification related to the specific presentation while the variable game is not being executed.
[0233] (Appendix R) A gaming machine described in (Appendix R) or (Appendix J), in which the presentation intensity of the non-specific presentation can be set to a setting different from a standard setting, and the presentation intensity of the specific presentation cannot be set. (Appendix W) A gaming machine described in any of (Appendix R), (Appendix J), and (Appendix K) that is equipped with a variable game execution means capable of executing a variable game, and is capable of executing a non-specific notification related to the non-specific presentation when the variable game is not being executed.
[0234] (Appendix W) A gaming machine described in any one of (Appendix R), (Appendix J), (Appendix R), and (Appendix W), in which the non-specific effect and the specific effect can be executed at the same time. (Appendix F) A gaming machine described in any of (Appendix R), (Appendix J), (Appendix K), (Appendix L), (Appendix W), and (Appendix W), which is equipped with a variable game execution means capable of executing a variable game, and which is capable of executing a specific notification related to the specific device when the variable game is not being executed, and the specific notification includes a rocking notification by the specific power generating device.
[0235] (Appendix Yo) A gaming machine described in any of (Appendix Ri), (Appendix Nu), (Appendix Ru), (Appendix W), (Appendix Wa), and (Appendix Ka), wherein the specific effect can be executed by a first mode which is more difficult for non-players to recognize than the non-specific effect, and a second mode which is unrecognizable by non-players or more difficult for non-players to recognize than the first mode.
[0236] (Appendix T) The specific effect is an effect that allows the player to recognize the expectation level of a bonus being awarded, and at least one of the probability of the specific effect being executed and the expectation level can be set to a setting different from a standard setting.A gaming machine described in any of (Appendix R), (Appendix J), (Appendix K), (Appendix O), (Appendix W), (Appendix K), and (Appendix Yo).
[0237] (Appendix R) A gaming machine described in any one of (Appendix R), (Appendix J), (Appendix R), (Appendix W), (Appendix W), (Appendix K), (Appendix Y), and (Appendix T), wherein the non-specific effects include sound effects that output sound, and the specific effects do not include sound effects that output sound.
[0238] (Appendix R) A gaming machine described in any one of (Appendix R), (Appendix J), (Appendix R), (Appendix W), (Appendix W), (Appendix K), (Appendix Y), (Appendix T), and (Appendix R), in which the probability of executing the non-specific effect can be set to a setting different from the standard setting.
[0239] (Appendix Tsu) The non-specific effect is an effect that can be executed whether a bonus is awarded or not, and the specific effect is an effect that can be executed only when a bonus is awarded.A gaming machine described in any of (Appendix Ri), (Appendix Nu), (Appendix Ru), (Appendix W), (Appendix Wa), (Appendix Ka), (Appendix Yo), (Appendix Ta), (Appendix Re) and (Appendix Ro).
[0240] (Note N) A gaming machine comprising a specific wiring unit for electrically connecting to a specific device, a non-specific device including a variable game execution device capable of executing a variable game, and a control unit, wherein the specific wiring unit is an independent wiring unit different from the wiring unit for electrically connecting to the non-specific device, and the control unit is capable of outputting a specific control signal for causing the specific device to execute a specific performance via the specific wiring unit when a matching condition is satisfied which includes at least that the specific wiring unit is electrically connected to the specific device, and is unable to output the specific control signal when the specific wiring unit is not electrically connected to the specific device, and the control unit is capable of controlling the non-specific device to execute a non-specific performance which has a recognition manner different from that of the specific performance.
[0241] (Note N) A gaming machine comprising: a specific wiring unit for electrically connecting with a specific device; a non-specific device including a variable game execution device capable of executing a variable game; and a control unit, wherein the specific wiring unit is an independent wiring unit different from the wiring unit for electrically connecting with the non-specific device, and the control unit is capable of outputting a specific control signal for causing the specific device to execute a specific performance via the specific wiring unit when a matching condition is satisfied which includes at least that the specific wiring unit is electrically connected with the specific device, and is unable to output the specific control signal when the specific wiring unit is not electrically connected with the specific device, and the control unit is capable of controlling the non-specific device to execute a non-specific performance having a recognition manner different from the specific performance, and the control unit is capable of controlling the non-specific device to execute a special notification regarding connection with a specific device when the specific wiring unit is not electrically connected with the specific device.
[0242] (Appendix R) The gaming machine described in (Appendix N), wherein the control unit is capable of controlling the non-specific device to execute the special notification when an inconsistency condition is satisfied. (Appendix M) A gaming machine described in (Appendix N), wherein the control unit is capable of controlling the non-specific device to execute a special notification different from the special notification when an inconsistency condition is satisfied.
[0243] (Appendix C) A gaming machine described in any of (Appendix J), (Appendix N), (Appendix R), and (Appendix M), wherein the control unit is capable of setting the frequency of outputting the specific control signal to a setting different from a standard setting.
[0244] (Appendix W) A gaming machine described in any of (Appendix N), (Appendix N), (Appendix R), (Appendix M), and (Appendix C), wherein the control unit is capable of outputting a control signal via the specific wiring unit to cause a specific device to execute a specific notification related to a specific performance when the matching condition is satisfied.
[0245] (Appendix N) A gaming machine described in any of (Appendix Ne), (Appendix Na), (Appendix Ra), (Appendix Mu), (Appendix C), and (Appendix Wi), wherein the control unit is capable of outputting a control signal via the specific wiring unit to cause a specific device to execute a specific notification related to a specific performance, when a variable game is not being executed.
[0246] (Appendix E) A gaming machine described in any of (Appendix N), (Appendix N), (Appendix Ra), (Appendix Mu), (Appendix C), (Appendix Wi), and (Appendix R), wherein the control unit is capable of outputting the specific control signal only when a privilege is granted. [Explanation of symbols]
[0247] AC1...Normal actuator AC2...Special actuator BT...Effect button EH1...First effect display device EH2...Second effect display device FG...Special image GK...Specific item image, non-specific item image HD...Launch handle HG...Non-specific effect image HK...Non-specific situation image HS...Special image JB...Drawing pad k1~K23...Cable LA1...First decorative lamp LA2...Second decorative lamp R1, R2...Display area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SM1...First vibration motor SM2...Second vibration motor SP1...First speaker SP2...Second speaker TG...Specific effect image TH...Specific notification image TK...Specific situation image uk...USB cable YB...Game board YBa...Game area YBb...Display window YBc...Launch passage YBd...Anti-return valve 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...mounting frame 12...first start port 13...second start port 13a...normal opening / closing piece 14...big prize port 14a...special opening / closing piece 17...gate 17a...gate port 18...out port 19a...first special pattern display device 19b...second special pattern display device 19c...first reserved display device 19d...second reserved display device 19e...normal pattern display device 40...main board 41...main CPU 42...main ROM 43...main RAM 44...random number generation circuit 50...sub board 51...sub CPU 52...sub ROM 53...sub RAM 60...performance unit
Claims
1. A specific device including a specific power generating device; A non-specific device including a non-specific power generating device different from the specific power generating device; A control means; A variable game execution means capable of executing a variable game, A specific performance by the specific device and a non-specific performance by the non-specific device can be executed, The specific performance includes a specific swing performance by the specific power generating device, The non-specific performance includes a non-specific swing performance by the non-specific power generating device, The non-specific effect is an effect that can be executed in a manner that can be recognized by non-players, The specific performance is a performance that can be executed in a manner that is unrecognizable to non-players or is more difficult for non-players to recognize than the non-specific performance, During the non-execution of the variable game, a specific notification can be executed by the specific device, The specific notification includes a vibration notification by the specific power generating device and a sound notification by a sound output device, A gaming machine in which, when the power supply is cut off while the specific notification is being executed, and when the power supply is subsequently started again, the specific notification can be newly executed based on the start of the power supply.
2. A specific device including a specific power generating device, A non-specific device including a non-specific power generating device different from the specific power generating device; A control means; A variable game execution means capable of executing a variable game, A specific performance by the specific device and a non-specific performance by the non-specific device can be executed, The specific performance includes a specific swing performance by the specific power generating device, The non-specific performance includes a non-specific swing performance by the non-specific power generating device, The non-specific effect is an effect that can be executed in a manner that can be recognized by non-players, The specific performance is a performance that can be executed in a manner that is unrecognizable to non-players or is more difficult for non-players to recognize than the non-specific performance, A specific notification can be executed by the specific device during a predetermined period in which the variable game is not being executed and the winning game is not being executed, The specific notification includes a vibration notification by the specific power generating device and a sound notification by a sound output device, The specific notification is a notification different from a notification regarding the expectation of a special benefit being awarded.
Citation Information
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