Pachinko machine
By implementing an effect execution and control system with defined modes and timings, the gaming machine simplifies the control of special effects, reducing complexity and enhancing player experience.
Patent Information
- Application Number
- JP2022123412
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-02
- Publication Date
- 2025-07-10
- Estimated Expiration
- 2042-08-02
AI Technical Summary
The increasing complexity of controlling the execution timing of special effects in gaming machines, such as pachinko machines, leads to complicated control systems.
The gaming machine incorporates an effect execution means and an effect control means that manage specific and special effects with different modes, executing effects at predetermined timings and restricting certain effects based on these modes to simplify control.
This approach simplifies the control of special effects by standardizing the timing transitions between modes and reducing the complexity of effect execution, enhancing player experience and operational efficiency.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are effects that are executed and effects that suggest the execution timing thereof (hereinafter referred to as special effects). For example, in the gaming machine described in Patent Document 1, as the time until a certain effect is executed, the time corresponding to the execution timing of the effect is displayed by a special effect.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in such a gaming machine, as the execution timing of an effect (hereinafter referred to as a specific effect) that is suggested to be executed by a special effect increases, the types of time displayed by the special effect increase, resulting in a risk of complicated control. Today, it is desired to suppress the complication of control for executing a special effect.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes an effect execution means for executing an effect, and an effect control means for controlling the effect execution means. In the effect, there are a specific effect and a special effect that suggests the execution of the specific effect. In the special effect, there are a first mode and a second mode. In the specific effect, there are a first specific effect and a second specific effect. When a predetermined special effect is executed, after the special effect changes from the first mode to the second mode, when a first timing arrives after a predetermined time has elapsed, the first specific effect is executed when the first timing arrives, and the second specific effect is executed when a second timing that is later than the first timing arrives. The first specific effect and the second specific effect are configured to include at least a display effect. The display effect that constitutes the first specific effect is a display effect capable of displaying the same image as the display effect that constitutes the second specific effect. Then, after changing to the second mode, the special effect ends when a specific timing arrives. The specific timing is at least after the first timing, and when the first specific effect is executed, the execution of the special effect is restricted. This is the gist.
Effect of the Invention
[0008] According to the present invention, it is possible to suppress the control for executing a special effect from becoming complicated.
Brief Description of the Drawings
[0009]
Figure 1
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Figure 9
Mode for Carrying Out the Invention
[0010] Hereinafter, an embodiment of a pachinko gaming machine will be described. In this specification, up, down, left, right, front (front side), and back (back side) indicate the respective directions when viewed from the player.
[0011] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to the island equipment. The mounting frame 11b is a member for mounting various gaming parts. A game board YB is assembled to the mounting frame 11b. The mounting frame 11b may include a protection frame for protecting the game board YB.
[0012] The pachinko gaming machine 10 includes a speaker SP. The speaker SP is capable of executing a sound effect. The sound effect is an effect of outputting a predetermined sound by the speaker SP. For example, the predetermined sound is a music piece, a human voice, a sound effect, etc. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA is capable of executing a light emission effect. The light emission effect is an effect by lighting, blinking, and turning off a light emitter (not shown) built in the decorative lamp LA.
[0013] The pachinko gaming machine 10 includes a firing handle HD. The firing handle HD is a member that is operated when firing a game ball. As an example, the firing handle HD is provided on the front surface side (front side) of the mounting frame 11b. The pachinko gaming machine 10 includes an effect button BT. The effect button BT is configured to include a single operable part (operation part). As an example, the effect button BT is configured to include a button-type operation part that can be pushed in. The effect button BT is an example of an operation means.
[0014] As shown in FIG. 2, a game area YBa is formed on the front surface of the game board YB. The game area YBa is substantially circular in a front view. A display window YBb is formed substantially at the 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 into the game area YBa. The game board YB is provided with a non-return valve YBd. The non-return valve YBd is a member for preventing the game ball launched by operating the launch handle HD from flowing back into the launch passage YBc.
[0015] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold 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 hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e are provided at positions visible to the player on the game board YB.
[0016] The first special symbol display device 19a is capable of executing a first special game. In the first special game, after variably displaying a predetermined symbol, the first special symbol is finally stopped and displayed. The first special symbol is a symbol for notifying the result of the winning lottery of the first special symbol. The first special symbol is an example of a special symbol. The first special game is an example of a special game. A special game is a variable game of a special symbol. The second special symbol display device 19b is capable of executing a second special game. In the second special game, after variably displaying a predetermined symbol, the second special symbol is finally stopped and displayed. The second special symbol is a symbol for notifying the result of the winning lottery of the second special symbol. The second special symbol is an example of a special symbol. The second special game is an example of a special game. The special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When winning the jackpot in the winning lottery of each special symbol, the jackpot symbol is stopped and displayed in the special game. Then, a jackpot game is awarded after the end of the special game in which the jackpot symbol is stopped and displayed. A jackpot is an example of a win.
[0017] The first hold display device 19c is a display device that displays information capable of specifying the first hold number. The first hold number is information indicating the number of times of the first special game whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The second hold display device 19d is a display device that displays information capable of specifying the second hold number. The second hold number is information indicating the number of times of the second special game whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each hold number is 4. However, it is not limited to this, and the upper limit number of each hold number may be 1 to 3, or may be 5 or more. Also, the upper limit numbers of the first hold number and the second hold number may be different.
[0018] The normal symbol display device 19e can execute a normal game. The normal game is executed by variably displaying a predetermined symbol and finally stopping the display of the normal symbol. The normal symbol is a symbol for notifying the result of the normal symbol winning lottery. The normal symbol includes a normal winning symbol and a normal losing symbol. When winning the normal symbol winning lottery, the normal winning symbol is stopped and displayed in the normal symbol variable game. Then, a normal winning game is given after the end of the normal symbol variable game in which the normal winning symbol is stopped and displayed.
[0019] The pachinko gaming machine 10 may be provided with a normal hold display device, a right-shot display device, and a round display device. As an example, the normal hold display device is a display device that displays information capable of specifying the number of normal holds. The number of normal holds is information indicating the number of normal games whose execution is on hold because the hold conditions are satisfied but the start conditions are not yet satisfied. As an example, the right-shot display device is a display device that displays information instructing a right shot. A right shot is to fire a game ball with the firing intensity set to be stronger so that the game ball flows down in the area of the game area YBa that is to the right of the display window YBb. Note that firing a game ball with the firing intensity set to be weaker so that the game ball flows down in the area of the game area YBa that is to the left of the display window YBb is called a left shot. As an example, the round display device is a display device that notifies the upper limit number of round games that constitute a jackpot game.
[0020] The pachinko gaming machine 10 is provided with an effect display device EH. The effect display device EH has a display area R. The display area R is an area capable of displaying an image as information. The effect display device EH is assembled to the game board YB so that the display area R can be visually recognized through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing a display effect. The display effect is an effect of displaying a predetermined object as an image. For example, the predetermined object is an effect symbol, a character, a landscape, a character, a number, a symbol, and the like. The effect display device EH, the speaker SP, and the decorative lamp LA are each an effect device capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES composed of a plurality of effect devices. That is, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA. The effect device group ES is an example of an effect execution means for executing an effect.
[0021] As an example, among the display effects in the effect display device EH, there is an effect game. The effect game is a variable game of effect symbols using multiple columns of effect symbols. In the effect game, after multiple columns of effect symbols are variably displayed, finally, the combination of effect symbols (hereinafter referred to as the symbol combination) is stopped and displayed. The effect game starts together with a special game. The effect game ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol stopped and displayed in the special game is stopped and displayed. In the special game, when the jackpot symbol is stopped and displayed, in the effect game, the jackpot symbol combination is stopped and displayed. In the special game, when the losing symbol is stopped and displayed, in the effect game, the losing symbol combination is stopped and displayed. Hereinafter, the first special game and the effect game executed corresponding to it are collectively referred to as the "first variable game". Also, the second special game and the effect game executed corresponding to it are collectively referred to as the "second variable game".
[0022] As an example, the effect symbol is a symbol (image) decorated with decorations such as characters and patterns, and is a symbol for diversifying the display effect. The effect symbol is a so-called decorative symbol. As an example, the effect game is performed by variably displaying the effect symbols in the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction respectively. The effect game may include a reach effect. The reach effect is an effect that forms a reach and finally stops and displays a predetermined symbol combination. For example, a reach is a state in which the same effect symbol is temporarily stopped and displayed in the left and right symbol columns among the effect symbols, and the effect symbol in the middle symbol column among the effect symbols continues to be variably displayed. The reach effect includes a normal reach effect and a super reach effect. In the following description, the normal reach effect may be referred to as the NR effect, and the super reach effect may be referred to as the SR effect. The SR effect is an effect with a higher jackpot expectation than the NR effect. As an example, the SR effect is executed via the NR effect.
[0023] In the game area YBa, a plurality of winning openings are formed. The winning opening is an entrance through which game balls flowing down in the game area YBa can enter. The winning opening is an entrance where the condition for awarding prize balls is satisfied when game balls enter. The winning opening includes at least a first starting opening 12, a second starting opening 13, and a large winning opening 14. The first starting opening 12 is a winning opening for allowing game balls to enter when the condition for awarding prize balls and the starting condition for the first variable game are satisfied. The first starting opening 12 is located below the effect display device EH and is always open so that game balls can enter. The game board YB is provided with a first starting sensor SE1 (see Fig. 3). The first starting sensor SE1 is a sensor for detecting game balls that enter the first starting opening 12.
[0024] The second starting opening 13 is a winning opening for allowing game balls to enter when the condition for awarding prize balls and the starting condition for the second variable game are satisfied. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 includes an ordinary opening and closing piece 13a which is, for example, in the shape of a door. When no ordinary winning game is awarded, the second starting opening 13 is closed so that game balls do not enter or it is difficult for game balls to enter. When an ordinary winning game is awarded, the second starting opening 13 is opened so that game balls can enter or it is easy for game balls to enter. The game board YB is provided with an ordinary actuator AC1 as means for operating the ordinary opening and closing piece 13a (see Fig. 3). As an example, the ordinary 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 is for detecting game balls that enter the second starting opening 13. The second starting opening 13 is a so-called "ordinary electric accessory".
[0025] The large winning opening 14 is a winning opening into which game balls are inserted when the conditions for awarding prize balls are met. The large winning opening 14 is located in the lower right of the effect display device EH. The large winning opening 14 includes a special opening / closing piece 14a, for example, in the shape of a door. The large winning opening 14 is closed so that game balls do not enter when a big win game is not awarded. The large winning opening 14 is opened so that game balls can enter or are likely to enter when a big win game is awarded. The game board YB includes a special actuator AC2 (see Fig. 3) as a means for operating the special opening / closing piece 14a. As an example, the special actuator AC2 is a solenoid. The game board YB includes a count sensor SE3 (see Fig. 3). The count sensor SE3 is a sensor that detects game balls that have entered the large winning opening 14.
[0026] In the game area YBa, a gate 17 is provided. The gate 17 is located on the right side of the game area YBa and above the second start opening 13 and the large winning opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB includes 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 winning opening into which game balls are inserted when the start conditions for a normal game are met. The gate 17 is a winning opening where the conditions for awarding prize balls are not met even if game balls enter. In the game area YBa, an out opening 18 is formed. The out opening 18 is a winning opening for collecting (discharging) game balls that have not entered any of the first start opening 12, the second start opening 13, and the large winning opening 14 from the game area YBa.
[0027] The pachinko gaming machine 10 includes a movable body K capable of performing a predetermined operation. The movable body K is capable of executing a movable effect. The movable effect is an effect that moves the movable body K. As an example, there are a plurality of movable bodies K. As an example, there are two movable bodies K. The pachinko gaming machine 10 includes a movable actuator KA as means for moving each movable body K (shown in FIG. 3). Each movable body K can be displaced from the original position P0 to the effect position P1 by the movable actuator KA. Also, each movable body K can be displaced from the effect position P1 to the original position P0 by the movable actuator KA. As an example, the movable actuator KA is a stepping motor. Each movable body K operates when the power of one movable actuator KA is transmitted through a power transmission mechanism (a gear mechanism as an example) not shown in the figure. As an example, each movable body K is connected and operated by the movable actuator KA. In the following description, when not distinguishing each movable body K, it is simply referred to as "movable body K".
[0028] As an example, the movable body K can be displaced between the original position P0 and the effect position P1. The pachinko gaming machine 10 includes an original position sensor GS (shown in FIG. 3) for detecting that the movable body K is located at the original position P0. As an example, the original position sensor GS is a photosensor. The original position P0 is a position where the movable body K is respectively arranged at the upper part and the lower part of the game board YB. The effect position P1 is a position arranged closer to the center of the display window YBb than when the movable body K is located at the original position P0. A part of the movable body K is not visible in a front view when located at the original position P0. All or substantially all of the movable body K is visible in a front view when located at the effect position P1. A part of the movable body K covers a part of the display area R of the effect display device EH when located at the original position P0. All or substantially all of the movable body K covers all or substantially all of the display area R of the effect display device EH when located at the effect position P1. That is, when the movable body K is located at the effect position P1, the display area R of the effect display device EH is not visible or difficult to view. The movable body K is an example of an effect device constituting the effect device group ES. That is, the effect device group ES may include the movable body K.
[0029] Next, the jackpot game will be explained. As an example, in the jackpot game, first, an opening effect is executed. The opening effect is an effect that can recognize the start of the jackpot game. As an example, the opening effect is executed over a predetermined opening time. In the jackpot game, after the passage of the opening time, a round game is executed. In the round game, the big winning opening 14 is opened. The round game is executed for a predetermined number of times. One round game ends when the number condition or the time condition is satisfied. As an example, the number condition is satisfied when a predetermined specified number of game balls enter in one round game. As an example, the time condition is satisfied when a predetermined round time elapses. In each round game, the big winning opening 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round effect is executed. In the jackpot game, when the last round game ends, an ending effect is executed. The ending effect is an effect that can recognize the end of the jackpot game. As an example, the ending effect is executed over a predetermined ending time. The jackpot game ends as the ending time elapses.
[0030] The functions of the pachinko gaming machine 10 will be explained. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function for varying the probability of winning the jackpot in the winning lottery of the special symbol (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has a low probability state in which the probability variation function does not operate and a high probability state in which the probability variation function operates as states with different jackpot probabilities. The high probability state has a higher jackpot probability than the low probability state. That is, in the high probability state, the jackpot probability is increased compared to the low probability state. Since it becomes easier to win the jackpot in the winning lottery of the special symbol in the high probability state, it becomes an advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)".
[0031] The pachinko gaming machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting the entry of game balls into the second start port 13. The pachinko gaming 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 game balls entering the second start port 13 is different. The high ball entry rate state has a higher probability of game balls entering the second start port 13 than the low ball entry rate state. In the high ball entry rate state, the probability of game balls entering the second start port 13 increases. Since the high ball entry rate state makes it easier for game balls to enter the second start port 13, it becomes a state advantageous to the player (easy ball entry state).
[0032] For example, the high ball entry rate state can be realized by performing any one of the three ball entry assistance controls described below or by arbitrarily combining a plurality of ball entry assistance controls. The first ball entry assistance control is a control for shortening the variation time of the normal symbol. The control for shortening the variation time of the normal symbol is a control for making the variation time of the normal game shorter than that in the low ball entry rate state. The second ball entry assistance control is a control for probabilistically varying the normal symbol. The control for probabilistically varying the normal symbol is a control for varying the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low ball entry rate state. The third ball entry assistance control is a control for extending the opening time of the normal winning game. The control for extending the opening time of the normal winning game is a control for making the total opening time of the second start port 13 in one normal winning game longer than that in the low ball entry rate state. The control for extending the opening time of the normal winning game is preferably at least one of the two opening time extension controls described below. The first opening time extension control is a control for increasing the number of opening times of the second start port 13 in one normal winning game compared to the low ball entry rate state. The second opening time extension control is a control for making the opening time of the second start port 13 in one normal winning game longer than that in the low ball entry rate state.
[0033] The high hit rate state may be realized by combining the fourth ball entry assistance control described below. The fourth ball entry assistance control is a special symbol variation time shortening control that makes the variation time of a special game (for example, the average variation time) shorter than that in the low hit rate state. When performing the special symbol variation time shortening control, the high hit rate state becomes a special symbol variation time shortening state (time shortening state), while the low hit rate state becomes a non-special symbol variation time shortening state (non-time shortening state).
[0034] The game state in the pachinko machine 10 is defined by the combination of the presence or absence of the operation of the probability variation function and the presence or absence of the operation of the ball entry assistance function. In the following description, the game state that is the low probability state and the low hit rate state is referred to as the "low probability non-time shortening state". Also, the game state that is the high probability state and the low hit rate state is referred to as the "high probability non-time shortening state". Also, the game state that is the low probability state and the high hit rate state is referred to as the "low probability time shortening state". Also, the game state that is the high probability state and the high hit rate state is referred to as the "high probability time shortening state".
[0035] Next, the electrical configuration of the pachinko machine 10 will be described. As shown in FIG. 3, the pachinko machine 10 includes a main board 40 and a sub-board 50 on the back side (rear side) 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. The main board 40 executes predetermined processing and outputs a control signal to the sub-board 50. The sub-board 50 executes predetermined processing based on the control signal input from the main board 40.
[0036] The main board 40 will 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 processing related to the progress of the game by executing the main control program. The main ROM 42 stores the main control program, determination values used for various determinations and lotteries, and tables, etc.
[0037] The main ROM 42 stores multiple 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 (production content) of the variation game. There are a big win variation pattern and a loss variation pattern in the variation pattern. The big win variation pattern is information that specifies the variation content in which, in the production game, after the reach production, the combination of symbols for the big win is finally stopped and displayed. The loss variation pattern is information that specifies the variation content in which, in the production game, after the reach production or without going through the reach production, the combination of symbols for the loss is finally stopped and displayed.
[0038] The main RAM 43 stores various information that can be rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. The main board 40 is provided with 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 random number generation processing by the main CPU 41.
[0039] The main board 40 is connected to each of a first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4. The main CPU 41 can separately input each detection signal output when each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 detects a game ball. The main board 40 is connected to each of a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. The main CPU 41 can separately control the display content of each of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to each of a normal actuator AC1 and a special actuator AC2. The main CPU 41 can control the opening mode of the second start port 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can control the opening mode of the big winning port 14 by controlling the operation of the special actuator AC2.
[0040] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to effects by executing a sub-control program. The sub-ROM 52 stores a sub-control program, determination values used for a predetermined lottery, and the like. The sub-ROM 52 stores display effect data used for display effects, light emission effect data used for light emission effects, and sound effect data used for sound effects. The sub-RAM 53 stores various information that can be rewritten during the operation of the pachinko machine 10. For example, the information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers by random number generation processing by the sub-CPU 51. The sub-board 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.
[0041] The sub-board 50 is connected to the effect display device EH. The sub-CPU 51 can control the display content in the display area R of the effect display device EH. The sub-board 50 is connected to the speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to the decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA. The sub-board 50 is connected to the movable actuator KA. The sub-CPU 51 is configured to be able to control the movement of the movable body K by controlling the operation of the movable actuator KA. The sub-board 50 is connected to the home position sensor GS. The sub-CPU 51 can input the detection signal output when the home position sensor GS detects the movable body K. The sub-CPU 51 is an example of an effect control means for controlling an effect device group ES as an effect execution means. The sub-board 50 is connected to the effect button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the effect button BT.
[0042] Next, various processes performed by the main CPU 41 will be described. First, the timer interrupt process performed every predetermined control cycle (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.
[0043] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start port 12 based on whether a detection signal is input from the first start sensor SE1. When a game ball enters the first start port 12, the main CPU 41 determines whether the first held number stored in the main RAM 43 is less than the upper limit number. When the first held number is less than the upper limit number, the main CPU 41 adds 1 to the first held number and updates it. Thus, the holding condition for the first special game can be established when the first held number is less than the upper limit number and a game ball is detected by the first start sensor SE1. Subsequently, the main CPU 41 controls the first held display device 19c to display information that can identify the updated first held number. The main CPU 41 stores a control command (hereinafter referred to as the first held number command) that can identify the first held number after addition in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when the 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 cycle (for example, 16 ms).
[0044] Next, the main CPU 41 acquires the random number generated by the random number generation circuit 44. The main CPU 41 stores the random number information based on the acquired random number in the main RAM 43. For example, the random number is a winning random number used for the winning lottery of the special symbol, a winning symbol random number used for determining the winning symbol, a variation pattern random number used for determining the variation pattern, and the like. The main CPU 41 stores the random number information so that it can be specified that it is the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself or 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 machine 10 can hold the execution of the first special game until the start condition is satisfied.
[0045] When the main CPU 41 stores the random number information for the first special game in the main RAM 43, when the game ball has not entered the first start port 12, and when the first hold count is not less than the upper limit number, the main CPU 41 determines whether the game ball has entered the second start port 13 based on whether a detection signal is input from the second start sensor SE2. When the game ball has entered the second start port 13, the main CPU 41 determines whether the second hold count stored in the main RAM 43 is less than the upper limit number. When the second hold count is less than the upper limit number, the main CPU 41 adds 1 to the second hold count and updates it. The main CPU 41 controls the second hold display device 19d to display information that can identify the second hold count after the addition. The main CPU 41 stores a control command (hereinafter referred to as the second hold count command) that can identify the second hold count after the addition in the output buffer. The hold condition for the second special game can be satisfied when the second hold count is less than the upper limit number and the game ball is detected by the second start sensor SE2.
[0046] Next, the main CPU 41 acquires the random number generated within the main board 40. The main CPU 41 stores the 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 can be identified as the random number information 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 hold 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, when the game ball has not entered the second start port 13, and when the second hold count is not less than the upper limit number, the main CPU 41 ends the special symbol input process.
[0047] Next, the special symbol start process will be described. The main CPU 41 determines whether the start condition of the special game is satisfied. The main CPU 41 makes an affirmative determination when neither a big win game nor the execution of a special game is in progress, while making a negative determination when a big win game or the execution of a special game is in progress. When the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. When the start condition of the special game is satisfied, the main CPU 41 determines whether the second reserved number is greater than zero.
[0048] When the second reserved number is greater than zero, the main CPU 41 performs a process of executing the second special game. Specifically, the main CPU 41 updates by subtracting 1 from the second reserved number. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires from the main RAM 43 the random number information that was stored first among the random number information for the second special game. The main CPU 41 performs a hit lottery (big win determination) to determine whether to win a big win using the hit random number specified from the acquired random number information. The main CPU 41 performs a hit lottery to determine whether to win a big win at the big win probability according to the current probability state.
[0049] When a big win is selected, the main CPU 41 performs big win variation processing. In the big win variation processing, the main CPU 41 determines the big win symbols to be stopped and displayed in the second special game. As an example, the main CPU 41 determines the big win symbols by conducting a big win symbol lottery using a win symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one big win variation pattern from among a plurality of big win variation patterns. As an example, the main CPU 41 determines one big win variation pattern by conducting 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 processing. As an example, among the big win variation patterns, there is a big win variation pattern that specifies the variation content that finally stops and displays the big win symbol combination after going through the NR effect in the effect game. As an example, among the big win variation patterns, there is a big win variation pattern that specifies the variation content that finally stops and displays the big win symbol combination after going through the SR effect in the effect game.
[0050] When a big win is not selected, the main CPU 41 performs losing variation processing. In the losing variation processing, the main CPU 41 determines the losing symbols to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a predetermined losing symbol as the losing symbol to be stopped and displayed in the second special game. Next, the main CPU 41 determines one losing variation pattern from among a plurality of losing variation patterns. As an example, the main CPU 41 determines one losing variation pattern by conducting 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 processing. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content that finally stops and displays the losing symbol combination without going through the reach effect in the effect game. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content that finally stops and displays the losing symbol combination after going through the NR effect in the effect game. As an example, among the losing variation patterns, there is a losing variation pattern that specifies the variation content that finally stops and displays the losing symbol combination after going through the SR effect in the effect game.
[0051] When the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. When the first special reserved number is zero, the main CPU 41 determines whether to store a standby command in the output buffer based on the output-completed information stored in the main RAM 43. The output-completed information is information that can identify whether the standby command has been output. The standby command is a control command that can identify that the controlled state is the standby state. The standby state is a state in which the variable game is not being executed and the jackpot game is not being executed.
[0052] As an example, when the main CPU 41 identifies from the output-completed information in the main RAM 43 that the standby command has been output, the main CPU 41 ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 identifies from the output-completed information in the main RAM 43 that the standby command has not been output, the main CPU 41 stores the standby command in the output buffer. Next, the main CPU 41 updates the output-completed information in the main RAM 43 so that it can identify that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.
[0053] When the first reserved number is greater than zero, the main CPU 41 performs a process of executing the first special game. Specifically, the main CPU 41 updates by subtracting 1 from the first reserved number. The main CPU 41 controls the first reserved number display device 19c to display information that can identify the first reserved number after the subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after the subtraction in the output buffer. Next, the main CPU 41 acquires from the main RAM 43 the earliest stored random number information among the random number information for the first special game. The main CPU 41 performs a jackpot lottery (jackpot determination) to determine whether to win the jackpot using the winning random number specified from the acquired random number information. The main CPU 41 performs the jackpot lottery with the jackpot probability corresponding to the current probability state.
[0054] When a big win is selected, the main CPU 41 performs big win variation processing. In the big win variation processing, the main CPU 41 determines the big win symbols to be stopped and displayed in the first special game. As an example, the main CPU 41 determines the big win symbols by conducting a big win symbol lottery using a win symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one big win variation pattern from among a plurality of big win variation patterns. As an example, the main CPU 41 determines one big win variation pattern by conducting 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 processing.
[0055] When a big win is not selected, the main CPU 41 performs losing variation processing. In the losing variation processing, the main CPU 41 determines the losing symbols to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined losing symbol as the losing symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one losing variation pattern from among a plurality of losing variation patterns. As an example, the main CPU 41 determines one losing variation pattern by conducting 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 processing. The main CPU 41 stores a variation start command in the output buffer in the big win variation processing and the losing variation processing. The variation start command is a control command that can specify the variation pattern determined in each variation processing and the start of the variation game. As an example, the variation start command is a control command that can specify the special symbol (big win symbol or losing symbol) determined in each variation processing. As an example, the variation start command is a different control command when the variation processing of the first special game is executed and when the variation processing of the second special game is executed. The main CPU 41 updates the output information of the main RAM 43 in the big win variation processing and the losing variation processing so that it can be specified that the standby command has not been output.
[0056] When the special symbol start process ends, the main CPU 41 causes the first special game or the second special game to be executed by a process different from the special symbol start process. When the main CPU 41 causes the first special game to be executed, 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 defined in the variable pattern. When the variable time defined 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 defined in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) that can specify the end of the variable game in the output buffer.
[0057] When the main CPU 41 causes the second special game to be executed, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time defined in the variable pattern. When the variable time defined in the variable 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 variable time defined in the variable pattern has elapsed, the main CPU 41 stores the variable end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery upon the entry of a game ball into the start port by executing the special symbol input process and the special symbol start process.
[0058] The jackpot game process will be described. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 causes a jackpot symbol to be stopped and displayed in a special game, it executes the jackpot game process after the end of the special game. 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.
[0059] As an example, the jackpot games include a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game based on a first jackpot symbol. The second jackpot game is a jackpot game based on a second jackpot symbol different from the first jackpot symbol.
[0060] First, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as an opening command) that can specify the start of the opening time. The opening command is a control command that instructs the execution of the opening effect. As an example, the opening command may include information that can specify the type of the jackpot game. When the opening time has elapsed, the main CPU 41 performs a process for executing a round game. That is, the main CPU 41 controls the special actuator AC2 using the opening control data for the specified jackpot game to open the big winning port 14. The main CPU 41 performs such a process for executing a round game until the round games for the specified number of times in the jackpot game are completed. As an example, for both the first jackpot game and the second jackpot game, 10 round games (10R) are specified. For each round game, a number condition and a time condition are specified as end conditions. As an example, for each round game, as the number condition, it is specified that 10 game balls enter the big winning port 14. As an example, for each round game, as the time condition, it is specified that 29 seconds elapse.
[0061] Each time the main CPU 41 starts a round game, it stores in the output buffer a control command (hereinafter referred to as a round command) that can specify the start of the jackpot round game. When the final round game ends, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending start command) that can specify the start of the ending time. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores in the output buffer a control command (hereinafter referred to as an ending end command) that can specify the elapse of the ending time. In this way, the jackpot game (big win game) is executed triggered by winning the jackpot in the jackpot lottery.
[0062] 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 ball entry rate transition process for transitioning the ball entry 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 ball entry rate transition process and the probability transition process are executed in this order.
[0063] First, the ball entry rate transition process will be described. In the ball entry rate transition process, when the first big win game or the second big win game ends, the main CPU 41 sets an operation flag in the main RAM 43. That is, when the first big win game or the second big win game ends, the main CPU 41 controls to the high ball entry rate state. After the end of the second big win game, each time the main CPU 41 starts a special game, it updates the value of the execution counter stored in the main RAM 43 to count the number of times the special game is executed after the end of the big win game. When the final game ends, the main CPU 41 erases the operation flag stored in the main RAM 43. The final game is a special game when the number of times the special game is executed after the end of the big win game reaches the number of operation times. That is, after the end of the second big win game, when the special game of the number of operation times ends, the main CPU 41 controls to the low ball entry rate state. After the end of the first big win game, the main CPU 41 does not erase the operation flag 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. That is, during the big win game, the main CPU 41 controls to the low ball entry rate state.
[0064] Next, the probability transition process will be described. In the probability transition process, when the first big win game ends, the main CPU 41 sets a high probability flag in the main RAM 43. That is, when the first big win game ends, the main CPU 41 controls to the high probability state. After the first big win game ends, the main CPU 41 does not erase the probability change flag until the next big win game is given. On the other hand, when the second big win game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. That is, when the second big win game ends, the main CPU 41 controls to the low probability state. When the main CPU 41 starts a big win game and the high probability flag is set, the main CPU 41 erases the high probability flag. That is, during the big win game, the main CPU 41 controls to the low probability state.
[0065] By the probability transition process and the ball entry rate transition process, after the first big win game ends, the pachinko gaming machine 10 is controlled to the high probability state and the high ball entry rate state. That is, after the first big win game ends, the pachinko gaming machine 10 is controlled to the high probability short time state. Also, after the second big win game ends, the pachinko gaming machine 10 is controlled to the low probability state and the high ball entry rate state. Then, when the special game of the number of operating times ends, the pachinko gaming machine 10 is controlled to the low ball entry rate state. That is, after the second big win game ends, the pachinko gaming machine 10 is controlled to the low probability short time state, and then, triggered by the end of the special game of the number of operating times, it is controlled to the low probability non - short time state.
[0066] In this way, the main CPU 41 can control to a game state advantageous to the player triggered by the end of the big win game. That is, in the pachinko gaming machine 10, a variable game can be executed based on the result of the win lottery, and after the end of the variable game, a game state advantageous to the player is given based on the result of the win lottery.
[0067] 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 specification command) that can specify the current game state. That is, the state specification commands include a state specification command that can specify the low-probability non-time-short state, a state specification command that can specify the low-probability time-short state, a state specification command that can specify the high-probability non-time-short state, and a state specification command that can specify the high-probability time-short state. As an example, when power supply is started, the main CPU 41 stores in the output buffer a state specification command that can specify the current game state.
[0068] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered gate 17 based on whether a detection signal is input from the gate sensor SE4. When a game ball enters gate 17, the main CPU 41 determines whether the normal hold count stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of the normal hold count is 4. When the normal hold count is less than the upper limit number, the main CPU 41 adds 1 to the normal hold count and updates it.
[0069] Next, the main CPU 41 acquires the random number generated by the random number generation circuit 44. The main CPU 41 stores in the main RAM 43 the random number information based on the acquired random number. For example, the random numbers are the winning random numbers used for the winning lottery of the normal symbols and the winning symbol random numbers used for the determination of the normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0070] 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 determines whether the start condition of the normal game is satisfied. The main CPU 41 makes an affirmative determination when neither during the normal win game nor during the execution of the normal game, while making a negative determination when during the normal win game or during the execution of the normal game. If the start condition of the normal game is not satisfied, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is satisfied, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start process.
[0071] If the normal reserved number is greater than zero, the main CPU 41 performs a process of executing the normal game. Specifically, the main CPU 41 updates by subtracting 1 from the normal reserved number. The main CPU 41 acquires, from the main RAM 43, the random number information that was stored first among the random number information for the normal game. The main CPU 41 performs a normal win lottery to determine whether to win normally using the winning random number specified from the acquired random number information. The main CPU 41 performs the normal win lottery with the normal win probability according to the current ball entry rate state. As an example, the normal win probability in the high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in the low ball entry rate state is zero or approximately zero.
[0072] If winning normally, the main CPU 41 performs a normal win variation process. In the normal win variation process, the main CPU 41 performs a normal win symbol lottery using the normal win symbol random number that can be specified from the random number information, and determines the normal win symbol to be stopped and displayed in the normal game. If not winning normally, the main CPU 41 performs a normal loss variation process. In the normal loss variation process, the main CPU 41 determines the normal loss symbol to be stopped and displayed in the normal game.
[0073] The main CPU 41 determines a variation pattern according to the ball entry rate state from among a plurality of normal variation patterns. As an example, when the current ball entry rate state is a low ball entry rate state, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is a high ball entry rate state. Note that there may be a plurality of variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may perform a variation pattern determination lottery for the normal game using a predetermined random number and determine a variation pattern from among the plurality of normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.
[0074] When the normal symbol start process ends, the main CPU 41 causes the normal game to be executed by a process different from the normal symbol start process. When the main CPU 41 causes the normal game to be executed, it controls the normal symbol display device 19e to start the variation display of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation 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.
[0075] The normal win game process will be described. The normal win game process is a process for awarding a normal win game. When the main CPU 41 causes the normal win symbol to be stopped and displayed in the normal game, it executes the normal win game process after the end of the normal win normal game. The main CPU 41 controls the normal actuator AC1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start process, thereby opening the second start port 13.
[0076] Next, various processes executed by the sub CPU 51 will be described. The presentation game process will be described. The performance game process is a process for executing a performance game as one of the display performances related to the special game during the execution of the special game. When the sub-CPU 51 receives a variation start command, it controls the performance device group ES including the performance display device EH to execute the performance game.
[0077] Based on the variation start command, the sub-CPU 51 determines the symbol combination to be stopped and displayed in the performance game. When the sub-CPU 51 can identify the jackpot symbol from the variation start command, it determines the jackpot symbol combination. As an example, the jackpot symbol combination is a symbol combination in which a plurality of performance symbols are the same performance symbol. When the sub-CPU 51 can identify the off symbol from the variation start command, it determines the off symbol combination. When determining the off symbol combination, if the condition for executing the reach effect (hereinafter referred to as the reach condition) is satisfied, the sub-CPU 51 determines the off symbol combination including the reach. As an example, the off symbol combination including the reach is a symbol combination in which, among a plurality of performance symbols, the performance symbols in the left and right columns are the same performance symbol, while the performance symbol in the middle column is a different performance symbol. When determining the off symbol combination, if the reach condition is not satisfied, the sub-CPU 51 determines the off symbol combination not including the reach. As an example, the off symbol combination not including the reach is a symbol combination in which a plurality of performance symbols are all different performance symbols. As an example, based on the variation pattern that can be specified from the input variation start command, the sub-CPU 51 determines whether the reach condition is satisfied.
[0078] Based on the variation pattern, the sub-CPU 51 determines the specific variation content (performance content) of the performance game. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start the variation display of the performance symbols in each symbol column. That is, the sub-CPU 51 starts the performance game.
[0079] As an example, after the start of the performance game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops displaying the symbol combination. After that, the sub-CPU 51, upon receiving the input of the variation end command, stops and displays the symbol combination in a finalized state. As an example, the sub-CPU 51 may stop and display the symbol combination in a finalized state upon the elapse of the variation time defined in the variation pattern. In this case, the variation end command may be omitted. Note that if the sub-CPU 51 receives the input of the variation end command before the arrival of the predetermined timing after the start of the performance game, it stops and displays the symbol combination in a finalized state without temporarily stopping the display upon the input of the variation end command. The sub-CPU 51 is an example of variation game execution means for executing a variation game.
[0080] Next, various performances executed in the pachinko gaming machine 10 will be described. As an example, the performances executed in the pachinko gaming machine 10 include a specific performance, a special performance, and a special performance suggesting the execution of the specific performance or the special performance.
[0081] First, the specific performance will be described. As shown in FIG. 4, as an example, the specific performance is a movable performance by the movable body K. As an example, the specific performance is a performance in which after the movable body K is displaced from the original position P0 to the performance position P1, it stops for a predetermined stop time at the performance position P1, and then is displaced from the performance position P1 to the original position P0. As an example, in the specific performance, the time (assumed time) taken for the movable body K to be displaced from the original position P0 to the performance position P1 is 0.2 seconds. Also, as an example, the stop time of the specific performance is 3 seconds. Also, as an example, in the specific performance, the time (assumed time) taken for the movable body K to be displaced from the performance position P1 to the original position P0 is 0.8 seconds. That is, the overall performance time (assumed performance time) of the specific performance is 4 seconds.
[0082] As shown in FIG. 5, as an example, the special effect is an operation effect by the effect button BT. As an example, the special effect may include a display effect of displaying the button image Gb on the effect display device EH. As an example, the button image Gb is an image imitating the effect button BT. As an example, the special effect may include a display effect of displaying the effect image Ge on the effect display device EH for a predetermined effect time starting from the moment when the effect button BT is operated during the operation reception period of the effect button BT. As an example, the effect image Ge is an image imitating the character string "chance". As an example, the operation reception period in the special effect is at least a part of the period during which the button image Gb is displayed. As an example, the operation reception period in the special effect ends when a first end condition that a predetermined reception time has elapsed or a second end condition that the effect button BT is operated is satisfied. As an example, the reception time of the operation reception period of the special effect is 2 seconds. As an example, the display of the button image Gb ends when the first end condition or the second end condition is satisfied. That is, the display of the button image Gb ends when the operation reception period ends.
[0083] Next, the special effect will be described. As an example, the special effect is a display effect by the effect display device EH. As an example, the special effect is an effect that suggests the execution timing of some effect (specific effect and special effect). As an example, the special effect is a so-called "timer effect". That is, the special effect is an effect that suggests the remaining time until the execution timing of the specific effect or the special effect arrives. As an example, the special effect has a first mode and a second mode. As an example, the special effect is an effect that changes from the first mode to the second mode. As an example, the special effect is an effect that progresses from the first stage as the first mode to the second stage as the second mode. As an example, the first stage of the special effect suggests or notifies the progress timing to the second stage. As an example, in the first stage of the special effect, the remaining time until the progress timing to the second stage arrives is suggested or notified.
[0084] As shown in FIGS. 6(a) and 6(b), as an example, in the first stage of the special effect, a timer image Gt is displayed on the effect display device EH. The timer image Gt is an image that notifies the remaining time until the timing of advancing to the second stage of the special effect arrives. As an example, the remaining time until the timing of advancing to the second stage arrives when the first stage of the special effect starts is a specific time. As an example, the specific time is 10 seconds. As an example, in the first stage of the special effect, the "remaining time until the timing of advancing to the second stage arrives" notified by the timer image Gt is counted down. That is, it can be said that the special effect is an effect that notifies the timing status of the specific time.
[0085] As shown in FIG. 6(c), as an example, in the second stage of the special effect, the timer image Gt is displayed on the effect display device EH for a predetermined display time. As described above, the timer image Gt is an image that notifies the remaining time until the timing of advancing to the second stage of the special effect arrives. Therefore, in the second stage of the special effect, the remaining time notified by the timer image Gt displayed on the effect display device EH is zero. That is, in the second stage of the special effect, the timer image Gt that notifies that the remaining time is zero is displayed on the effect display device EH for a predetermined display time. As an example, the display time of the timer image Gt in the second stage of the special effect is 3.5 seconds. That is, the special effect ends when the display time (3.5 seconds) elapses after the specific time has passed. The timing when the display time (3.5 seconds) elapses corresponds to the specific timing.
[0086] Next, a specific effect lottery process for determining whether to execute each of the above effects and the execution mode when executed will be described. As an example, when the sub-CPU 51 receives a variation start command, it executes a performance lottery process. In the performance lottery process, it determines whether to execute a specific performance or a special performance. As an example, when the sub-CPU 51 determines to execute a specific performance or a special performance, the expected jackpot probability is higher than when it does not determine to execute the specific performance (when it determines non-execution). As an example, the sub-CPU 51 determines whether to execute a specific performance or a special performance based on the variation pattern specified from the variation start command and the type of special symbol. As an example, the sub-CPU 51 is more likely to determine the execution of a specific performance or a special performance when executing a performance game including an SR performance than when executing a performance game not including an SR performance. As an example, the sub-CPU 51 is more likely to determine the execution of a specific performance or a special performance when executing a performance game including an NR performance than when executing a performance game not including either an NR performance or an SR performance. As an example, the sub-CPU 51 is more likely to determine the execution of a specific performance or a special performance when the type of special symbol is a jackpot symbol than when the type of special symbol is a losing symbol. When the sub-CPU 51 does not determine to execute the specific performance (when it determines non-execution of the specific performance), it does not determine to execute the special performance (determines non-execution of the special performance). Thereafter, the sub-CPU 51 ends the specific performance lottery process.
[0087] When the sub-CPU 51 determines to execute a specific performance or a special performance, it decides whether to execute the specific performance or the special performance. As an example, when the sub-CPU 51 determines to execute the specific performance, it decides whether to execute the specific performance or the special performance such that the big win expectation degree is higher than when it determines to execute the special performance. When the sub-CPU 51 determines to execute the specific performance, it determines the execution timing of the specific performance. As an example, the execution timing of the specific performance includes a first timing, a second timing after the first timing, and a third timing after the second timing. As an example, the sub-CPU 51 determines the execution timing of the specific performance such that the big win expectation degree is higher when the specific performance is executed triggered by the arrival of the first timing than when the specific performance is executed triggered by the arrival of the second timing. As an example, the sub-CPU 51 determines the execution timing of the specific performance such that the big win expectation degree is higher when the specific performance is executed triggered by the arrival of the second timing than when the specific performance is executed triggered by the arrival of the third timing.
[0088] When the sub-CPU 51 determines to execute the special performance, it determines the execution timing of the special performance. As an example, the execution timing of the special performance includes a fourth timing and a fifth timing after the fourth timing. As an example, the sub-CPU 51 determines the execution timing of the special performance such that the big win expectation degree is higher when the special performance is executed triggered by the arrival of the fourth timing than when the special performance is executed triggered by the arrival of the fifth timing.
[0089] When the execution timing of the specific effect is determined, or when the execution timing of the special effect is determined, the sub-CPU51 determines whether or not to execute the special effect. As an example, the sub-CPU51 determines whether or not to execute the special effect so that the probability of winning is higher when the execution of the special effect is determined than when the execution of the special effect is not determined (when the non-execution is determined). When the execution of the special effect is not determined (when the non-execution of the special effect is determined), the sub-CPU51 ends the specific effect selection process.
[0090] Next, a specific effect execution process for executing the effect determined to be executed in the specific effect selection process will be described. As an example, the sub-CPU 51 executes the specific effect execution process when the specific effect selection process is ended.
[0091] As shown in FIG. 7, in the specific effect execution process, the sub-CPU51 determines that the timing to execute the special effect has arrived when the first time has elapsed since the start of the variable game. When the execution of the special effect has been decided in the specific effect lottery process, the sub-CPU51 controls the effect display device EH to execute the special effect when the timing to execute the special effect has arrived. As an example, the first time is 1 second. After that, the sub-CPU51 advances the special effect from the first stage to the second stage when the timing to advance to the second stage of the special effect arrives. Specifically, the sub-CPU51 stops the countdown of the remaining time notified by the timer image Gt, and controls the effect display device EH to display the timer image Gt notifying that the remaining time is zero over the display time. As an example, the sub-CPU51 measures the specific time with the start of the special effect, and determines that the timing to advance to the second stage of the special effect has arrived when the specific time has elapsed. In other words, the secondary CPU 51 can count a specific time when a predetermined timing arrives.
[0092] In the specific performance execution process, when the second hour has elapsed since the start of the variable game, the sub-CPU 51 determines that the fourth timing has arrived. As an example, the second hour is the same as the sum (11 seconds) of the first hour and a specific time. That is, as an example, the fourth timing is the same timing as the progress timing to the second stage of the special performance. When the sub-CPU 51 has determined to execute a special performance at the fourth timing in the specific performance lottery process, the sub-CPU 51 controls the effect display device EH to execute the special performance when the fourth timing arrives. That is, the sub-CPU 51 controls the effect display device EH to display the button image Gb when the fourth timing arrives. Also, the sub-CPU 51 starts the operation reception period of the effect button BT when the fourth timing arrives. The sub-CPU 51 ends the operation reception period of the effect button BT when the first end condition is satisfied (the reception time has elapsed) or the second end condition is satisfied (the effect button BT is operated during the operation reception period). Further, the sub-CPU 51 controls the effect display device EH to display the effect image Ge for the effect time instead of the button image Gb when the first end condition is satisfied or the second end condition is satisfied.
[0093] In the specific performance execution process, when the third hour has elapsed since the start of the variable game, the sub-CPU 51 determines that the first timing has arrived. As an example, the third hour is longer than the sum of the first hour and a specific time. That is, as an example, the first timing is a timing after the progress timing to the second stage of the special performance. As an example, the third hour is shorter than the sum of the first hour, the specific time, and the display time (3.5 seconds). That is, as an example, the specific timing (the end timing of the special performance) is a timing after the first timing. As an example, the third hour is 12.5 seconds. When the sub-CPU 51 determines to execute the specific performance at the first timing in the specific performance lottery process, upon the arrival of the first timing, the sub-CPU 51 controls the effect display device EH to execute the specific performance. That is, upon the arrival of the first timing, the sub-CPU 51 controls to operate the movable body K. Specifically, upon the arrival of the first timing, the sub-CPU 51 displaces the movable body K from the original position P0 to the performance position P1, then stops it for a predetermined stop time at the performance position P1, and then controls to displace it from the performance position P1 back to the original position P0.
[0094] In the specific performance execution process, when the fourth hour has elapsed since the start of the variable game, the sub-CPU 51 determines that the fifth timing has arrived. As an example, the fourth hour is a time after the sum of the first hour and the specific time. That is, as an example, the fifth timing is a timing after the progress timing to the second stage of the special performance. As an example, the fourth hour is the same as the third hour (12.5 seconds). When the sub-CPU 51 determines to execute the special performance at the fifth timing in the specific performance lottery process, upon the arrival of the fifth timing, the sub-CPU 51 controls the effect display device EH to execute the special performance.
[0095] In the specific performance execution process, when the sub-CPU 51 determines that the second timing has arrived upon the elapse of the fifth hour since the start of the variable game. As an example, the fifth hour is longer than the fourth hour. That is, as an example, the second timing is a timing even later than the first timing which is a timing after the timing of proceeding to the second stage of the special performance. As an example, the fifth hour is 14 seconds. When the sub-CPU 51 has determined to execute the specific performance at the second timing in the specific performance lottery process, upon the arrival of the second timing, the sub-CPU 51 controls the effect display device EH to execute the specific performance.
[0096] In the specific performance execution process, when the sub-CPU 51 determines that the third timing has arrived upon the elapse of the sixth hour since the start of the variable game. As an example, the sixth hour is longer than the sum of the first hour and the performance time of the special performance. That is, as an example, the third timing is a timing after the end of the special performance. As an example, the sixth hour is 15 seconds. When the sub-CPU 51 has determined to execute the specific performance at the third timing in the specific performance lottery process, upon the arrival of the third timing, the sub-CPU 51 controls the effect display device EH to execute the specific performance.
[0097] Thus, the first timing and the second timing arrive during the period from when the special performance changes from the first mode (first stage) to the second mode (second stage) until the special performance ends. On the other hand, the third timing arrives after the special performance ends. Also, the fourth timing and the fifth timing arrive during the period from when the special performance changes from the first mode (first stage) to the second mode (second stage) until the special performance ends.
[0098] Next, an example of a specific execution mode of the specific performance and the special performance will be described. 8(a) and 8(b) show the execution mode when a special effect is executed. When a first time has elapsed since the start of the variable game, the special effect can be executed in the effect display device EH. Specifically, the effect display device EH counts down the remaining time until the timing for the special effect to progress to the second stage. Thereafter, when the timing for the special effect to progress to the second stage arrives, the effect display device EH stops the countdown of the remaining time until the timing for the special effect to progress to the second stage, and displays a timer image Gt to notify that the remaining time is zero.
[0099] FIG. 8(c) shows a situation in which a specific performance is executed when the first timing arrives after the special performance has progressed to the second stage. At this time, the movable body K is displaced from the original position P0 to the performance position P1 by the execution of the specific performance. As described above, when the movable body K is located at the performance position P1, the movable body K entirely or almost entirely covers the display area R of the performance display device EH, so that the display area R of the performance display device EH is invisible or difficult to see. Here, the first timing is before the end timing of the special performance. Therefore, although the timer image Gt continues to be displayed on the performance display device EH, the timer image Gt is invisible or difficult to see when viewed from the front. In other words, when the specific performance is executed, the movable body K limits the suggestion or notification of the timing status of the specific time in the special performance.
[0100] Fig. 8(d) shows a situation in which, after the special effect has progressed to the second stage, the specific effect is executed when the second timing arrives. At this time, the specific effect is executed, and the movable body K is displaced from the original position P0 to the effect position P1. Here, the second timing is before the end timing of the special effect. Therefore, although the timer image Gt continues to be displayed on the effect display device EH, the timer image Gt is invisible or difficult to see when viewed from the front.
[0101] 8(e) and 8(f) show a situation in which a specific effect is executed when the third timing arrives after the special effect has progressed to the second stage. At this time, the specific effect is executed, and the movable body K is displaced from the original position P0 to the effect position P1. Here, the third timing is after the end timing of the special effect. Therefore, at the timing when the movable body K is displaced from the original position P0 to the effect position P1, the display of the timer image Gt has ended on the effect display device EH.
[0102] In this way, when a predetermined special performance is executed, there are times when the specific performance is executed triggered by the arrival of the first timing after the special performance changes from the first mode (first stage) to the second mode (second stage), and times when the specific performance is executed triggered by the arrival of the second timing after the first timing. In addition, when a predetermined special performance is executed, there are times when the specific performance is executed triggered by the arrival of the third timing after the second timing after the special performance changes from the first mode (first stage) to the second mode (second stage). As described above, the timing at which the special performance changes from the first mode (first stage) to the second mode (second stage) is the same as the timing at which the specific time has elapsed in the case where the specific time is measured triggered by the arrival of the specific timing. For this reason, when a specific time is measured with the arrival of a predetermined timing as a trigger, there are times when a specific performance is executed with the arrival of a first timing after the specific time has elapsed, and times when a specific performance is executed with the arrival of a second timing after the first timing. Similarly, when a specific time is measured with the arrival of a predetermined timing as a trigger, there are times when a specific performance is executed with the arrival of a third timing after the second timing after the specific time has elapsed. And, since the expected probability of a big win differs depending on the execution timing of the specific performance, it can be said that the expected probability of a big win differs depending on the time from the elapse of the specific time to the execution of the specific performance.
[0103] Next, an example of a specific implementation mode of a special effect and a special performance will be described. Figures 9(a) and 9(b) show the implementation mode when a special performance is executed. When the first hour has elapsed since the start of the variable game, the special performance can be executed on the effect display device EH. Specifically, on the effect display device EH, the remaining time until the progress timing to the second stage of the special performance is counted down. Then, when the progress timing to the second stage of the special performance arrives, on the effect display device EH, the countdown of the remaining time until the progress timing to the second stage of the special performance stops, and a timer image Gt notifying that the remaining time is zero is displayed.
[0104] Figure 9(c) shows the situation when a special effect is executed triggered by the elapse of the fourth timing when the special performance progresses to the second stage. As described above, the progress timing to the second stage of the special performance and the fourth timing are the same timing. That is, the timing when the special performance progresses to the second stage and the timing when the special effect of the fourth timing is executed are the same. Here, the performance time of the special performance in the second stage is longer than the reception time of the operation reception period of the special effect. Therefore, even when the operation reception period of the special effect ends due to the establishment of either the first end condition or the second end condition, during the execution of the special performance, an effect image Ge is displayed on the effect display device EH (see Figure 9(e)).
[0105] FIG. 9(d) shows the situation where a special effect is executed when the 5th timing has elapsed after the special effect has advanced to the second stage. As described above, the timing of the advancement of the special effect to the second stage is the point in time when 11 seconds (the second hour) have elapsed since the start of the variable game. Also, the 5th timing is the point in time when 12.5 seconds (the fourth hour) have elapsed since the start of the variable game. That is, the special effect at the 5th timing is executed when 1.5 seconds have elapsed after the special effect has advanced to the second stage. Here, the performance time of the special effect in the second stage is 3.5 seconds. For this reason, when the special effect at the 5th timing is started, the remaining time of the performance time of the special effect in the second stage is 2 seconds (3.5 seconds - 1.5 seconds). And that is, when the special effect at the 5th timing is started, the remaining time of the performance time of the special effect in the second stage is the same as the reception time of the operation reception period of the special effect. For this reason, when the operation reception period of the special effect ends due to the establishment of the first end condition, an effect image Ge is displayed on the effect display device EH at the timing when the special effect ends (see FIG. 9(f)). On the other hand, when the operation reception period of the special effect ends due to the establishment of the second end condition, an effect image Ge is displayed on the effect display device EH during the execution of the special effect (see FIG. 9(e)).
[0106] As described above, when a predetermined special effect is executed, there are cases where the special effect is executed when the 4th timing has arrived after the special effect has changed from the first mode (the first stage) to the second mode (the second stage), and when the special effect is executed when the 5th timing, which is after the 4th timing, has arrived. That is, when a specific time is measured when a predetermined timing has arrived, when the specific time has elapsed, there are cases where the special effect is executed when the 4th timing has arrived, and when the special effect is executed when the 5th timing, which is after the 4th timing, has arrived. And since the jackpot expectation degree of the special effect differs depending on the execution timing, it can be said that the jackpot expectation degree of the special effect differs depending on the time from when the specific time has elapsed until the special effect is executed.
[0107] The effects of this embodiment will be described. (1) In this embodiment, the special effect can suggest the execution timing of specific effects with different execution timings. In such a case, the more execution timings of the specific effects, the more types of time are suggested (displayed) by the special effects, which may result in complicated control. Today, it is desired to suppress the control for executing the special effects from becoming complicated. In this situation, in this embodiment, for specific effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is made different. In other words, in this embodiment, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is common for specific effects with different execution timings. This makes it possible to suppress the control for executing the special effects from becoming complicated.
[0108] (2) In this embodiment, the first timing and the second timing arrive during the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends. In this way, the special effect starts during the execution of the special effect in either case where the special effect is executed triggered by the arrival of the first timing after the special effect changes from the first mode (first stage) to the second mode (second stage) or where the special effect is executed triggered by the arrival of the second timing. For this reason, the player can be given the impression that the special effect has been executed by changing the special effect to the second mode (second stage).
[0109] (3) On the other hand, since the third timing arrives after the special effect ends, the specific effect at the third timing is executed after the special effect ends. However, since the specific effect is also executed when the first timing arrives, it is possible to prevent the impression that the specific effect has been executed from being worsened by the special effect changing to the second mode (second stage).
[0110] (4) In this embodiment, for specific effects with different execution timings, it is possible to suggest the execution timing by measuring a specific time. In such a case, since it is necessary to vary the timing at which the measurement of the specific time starts or the length of the specific time according to the execution timing of the specific effect, there is a risk that the control for measuring the specific time becomes complicated. Today, it is desired to suppress the complication of the control for measuring the specific time. In such a situation, in this embodiment, for specific effects with different execution timings, the time from when the specific time has elapsed until the execution timing arrives is varied. That is, in this embodiment, for specific effects with different execution timings, the timing for measuring the specific time and the specific time to be measured are made common. Thereby, it is possible to suppress the complication of the control for measuring the specific time.
[0111] (5) The specific effect has different jackpot expectation levels depending on the time from when the specific time has elapsed until the specific effect is executed. According to this, it is possible to direct the player's attention to the time from when the specific time has elapsed until the specific effect is executed.
[0112] (6) When the specific effect is executed, the suggestion or notification of the measurement status of the specific time in the special effect is restricted by the movable body K. According to this, when the specific effect is executed at the first timing, since the suggestion or notification of the measurement status of the specific time is restricted by the specific effect, it is possible to suppress the player from feeling discomfort due to the execution of the special effect on the display means after the start of the specific effect.
[0113] (7) In this embodiment, for special effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is varied. That is, in this embodiment, for special effects with different execution timings, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is made common. Thereby, it is possible to suppress the complication of the control for executing the special effect.
[0114] (8) In this embodiment, the fourth timing and the fifth timing of the special effect arrive in the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends. In either case, when the special effect is executed triggered by the arrival of the fourth timing after the special effect changes from the first mode (first stage) to the second mode (second stage), or when the special effect is executed triggered by the arrival of the fifth timing, the specific effect starts during the execution of the special effect. For this reason, the player can be given the impression that the special effect has been executed by changing the special effect to the second mode (second stage).
[0115] (9) In particular, the fourth timing occurs when the special effect progresses from the first stage to the second stage. Therefore, the special effect at the fourth timing can give the player a stronger impression that the special effect has been executed by changing the special effect to the second mode (second stage).
[0116] (10) In this embodiment, for special effects with different execution timings, the time from the passage of the specific time to the arrival of the execution timing is made different. In other words, in this embodiment, for special effects with different execution timings, the timing for measuring the specific time and the specific time to be measured are the same. This makes it possible to prevent the control for measuring the specific time from becoming complicated.
[0117] (11) The probability of winning varies depending on the time from the lapse of a specific time until the execution of the special effect. This allows the player to focus their attention on the time from the lapse of a specific time until the execution of the special effect.
[0118] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. ·The specific performance may be arbitrarily changed. As an example, in addition to or instead of the movable performance, the specific performance may include a display performance, a sound performance, and a light emission performance. That is, the specific performance may include one or more arbitrarily selected performances among the movable performance, the display performance, the sound performance, and the light emission performance. Also, as an example, the specific performance may include an operation performance. That is, as an example, the specific performance may be a performance in which the movable performance is executed by operating the performance button BT during the operation reception period.
[0119] ·As an example, in addition to or instead of the first timing, the second timing, and the third timing, there may be another timing for the execution timing of the specific performance. As an example, the other timing may be before the progress timing to the second stage of the special performance, may be the same as the progress timing, may be after the progress timing, or may be after the end of the special performance. Also, as an example, there may be a plurality of other timings, and each of the plurality of other timings may be arbitrarily selected from the above timings.
[0120] ·The jackpot expectation level of the specific performance may be arbitrarily changed. As an example, the jackpot expectation level of the specific performance at the first timing may be higher than the jackpot expectation level of the specific performance at the second timing, or may be higher than the jackpot expectation level of the specific performance at the third timing. As an example, the jackpot expectation level of the specific performance at the second timing may be higher than the jackpot expectation level of the specific performance at the third timing. As an example, the jackpot expectation level of the specific performance may be the same regardless of the execution timing.
[0121] ·The special performance may be arbitrarily changed. As an example, in addition to or instead of the operation performance and the display performance, the special performance may include a sound performance, a light emission performance, and a movable performance. That is, the special performance may include one or more arbitrarily selected performances among the operation performance, the display performance, the sound performance, the light emission performance, and the movable performance.
[0122] ·As an example, in addition to the first timing and the second timing, or instead of them, there may be another timing for executing the special effect. As an example, the other timing may be before the timing of progressing to the second stage of the special effect, may be the same as the progressing timing, may be after the progressing timing, or may be after the end of the special effect. Also, as an example, there may be a plurality of other timings, and each of the plurality of other timings may be arbitrarily selected from the above timings.
[0123] ·The jackpot expectation degree of the special effect may be arbitrarily changed. As an example, the jackpot expectation degree of the specific effect at the fourth timing may be higher than that of the specific effect at the fifth timing. As an example, the jackpot expectation degree of the special effect may be the same regardless of the execution timing.
[0124] ·The special effect may be arbitrarily changed. As an example, in addition to the display effect, or instead of it, the special effect may include a sound effect, a light emission effect, and a movement effect. That is, the special effect may include one or a plurality of arbitrarily selected effects from the display effect, the sound effect, the light emission effect, and the movement effect. Also, as an example, the special effect may include an operation effect. As an example, the special effect may suggest or notify the timing at which some effect is executed by operating the effect button BT during the operation reception period.
[0125] ·In the first stage of the special effect, an image suggesting the timing of progressing to the second stage may be displayed. As an example, the image suggesting the timing of progressing to the second stage is an image imitating a gauge indicating the timing of progressing to the second stage. That is, the special effect may be an effect suggesting the timing situation of time measurement for a specific time.
[0126] ·The special effect may not change from the first mode (first stage) to the second mode (second stage). As an example, the special effect of the second mode may be executed without going through the special effect of the first mode. In this case, the special effect of the second mode may be an effect that suggests or notifies that the execution timing of some effect has arrived. As an example, the special effect of the first mode may end without changing to the special effect of the second mode. In this case, the special effect of the first mode may be an effect that suggests or notifies that the execution timing of some effect has arrived after a predetermined period (after a specific time has elapsed).
[0127] ·It may be possible to execute a special effect different from the special effect in the above-described embodiment. As an example, at least one of the start timing and the progress timing from the first stage to the second stage of the special effect and another special effect may be different. As an example, the types of effects suggesting the execution timing of the special effect and another special effect may be different. Specifically, the special effect may be an effect suggesting the execution of a specific effect, while another special effect may be an effect suggesting the execution of a special effect. As an example, the effect whose execution timing is suggested by another special effect may be one type or a plurality of types. As an example, the execution timing of the effect whose execution timing is suggested by another special effect may be one or a plurality. As an example, the ratio (expectation degree of execution of the specific effect) of the specific effect being executed may be different when the special effect is executed and when another special effect is executed.
[0128] · The first timing, the second timing, the third timing, the fourth timing, and the fifth timing may be arbitrarily changed. As an example, the first timing may be after the second timing and may also be after the third timing. Also, as an example, the first timing may be before the fourth timing, may be the same as the fourth timing, may be before the fifth timing, or may be after the fifth timing. Also, as an example, the second timing may be after the third timing, may be before the fourth timing, may be the same as the fourth timing, may be before the fifth timing, or may be the same as the fifth timing. Also, as an example, the third timing may be before the fourth timing, may be the same as the fourth timing, may be before the fifth timing, or may be the same as the fifth timing. Also, as an example, the fourth timing may be after the fifth timing.
[0129] · The members forming the effect device group ES as the effect execution means may be arbitrarily changed. Specifically, the effect device group ES may be formed by one or more members arbitrarily selected from among the effect display device EH, the decorative lamp LA, the speaker SP, the movable body K, and members different from these.
[0130] · The effects executable on the pachinko gaming machine 10 may be arbitrarily changed. As an example, the effects executable on the pachinko gaming machine 10 may include, in addition to or instead of specific effects, special effects, and special presentations, another effect. That is, the effects executable on the pachinko gaming machine 10 may include one or more effects arbitrarily selected from among specific effects, special effects, special presentations, and another effect. As an example, another effect may be an effect whose execution timing is suggested by a special presentation or may be an effect that suggests the execution timing of some effect (specific effect and special effect).
[0131] ·In addition to, or instead of, the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, among the first jackpot game, the second jackpot game, and another jackpot game, one or a plurality of arbitrarily selected jackpot games may be executable.
[0132] ·The game state after the end of each jackpot game may be arbitrarily changed. ·The pachinko gaming machine 10 may be provided with operating means different from the effect button BT. ·The effect display device EH is not limited to being configured to include one display unit capable of displaying various images, and may be configured to include a plurality of display units. The effect display device EH may be configured in combination with a movable body configured to enable a predetermined operation. Part or all of one or more display units constituting the effect display device EH may be provided on the game board YB or on the mounting frame 11b.
[0133] ·The first variable game and the second variable game may be executed in the order in which the hold conditions are satisfied. ·The pachinko gaming machine 10 can adopt a specification that gives a high-probability state until the next jackpot game, a specification that gives a high-probability state until winning the fall lottery (so-called fall specification), or a specification that gives a high-probability state until the end of a specified number of variable games (so-called ST specification). The pachinko gaming machine 10 can adopt a specification that gives a high-probability state on the condition that the game ball passes through a specific area (so-called V probability variation specification). The pachinko gaming machine 10 may have a specification that mixes the fall specification and the V probability variation specification. The pachinko gaming machine 10 may have a specification that mixes the ST specification and the V probability variation specification.
[0134] ·The winning lottery for the special symbol may include a small winning lottery in addition to the big winning lottery. When winning a small win in the winning lottery, a small win game (winning game) is awarded after the end of the special game. A small win is an example of a win. As an example, the high-probability non-time-short state may be a state in which the number of times of winning a small win per unit time (frequency), or the number of times of awarding a small win game per unit time (frequency) is improved as compared with the low-probability non-time-short state (so-called small win RUSH specification). That is, the high-probability non-time-short state may be a state in which the specific number of balls is likely to increase.
[0135] ·The pachinko gaming machine 10 may adopt a specification classified as the second type, also called "wing type" or "airplane type". In this type of pachinko gaming machine, the opening and closing blades (opening and closing members) of the ball entry device (big winning opening) open upon the entry of a game ball into the starting opening, and a big winning game is generated when the game ball that has entered the ball entry device enters the special winning opening.
[0136] ·The main CPU 41, the main ROM 42, the main RAM 43, and the random number generation circuit 44 may be configured on one chip. ·The specific configuration of the game board YB may be arbitrarily changed.
[0137] ·The pachinko gaming machine 10 may include a sub-board 50 as a sub-master control board, a display control board that specifically controls the effect display device EH separately from the sub-board 50, a light emission control board that specifically controls the decorative lamp LA, and a sound control board that specifically controls the speaker SP. Such a sub-master control board and other boards that control effects may be included as sub-boards. Also, in the embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Also, the display control board, the light emission control board, and the sound control board may be arbitrarily combined into one or more boards.
[0138] Describe the technical idea that can be grasped from the above embodiment and modification example. (Supplementary Note (A)) A gaming machine comprising performance execution means for executing a performance and performance control means for controlling the performance execution means. The performance includes a specific performance and a special performance suggesting the execution of the specific performance. The special performance has a first mode and a second mode. When a predetermined special performance is executed, after the special performance changes from the first mode to the second mode, the specific performance is executed when the first timing arrives, and there is a case where the specific performance is executed when the second timing later than the first timing arrives.
[0139] (Supplementary Note (B)) The gaming machine according to Supplementary Note (A), wherein the first timing and the second timing arrive during the period from when the special performance changes from the first mode to the second mode until the special performance ends.
[0140] (Supplementary Note (C)) When a predetermined special performance is executed, after the special performance changes from the first mode to the second mode, there is a case where the specific performance is executed when the third timing later than the second timing arrives. The first timing arrives during the period from when the special performance changes from the first mode to the second mode until the special performance ends, while the third timing arrives after the special performance ends. The gaming machine according to Supplementary Note (A) or Supplementary Note (B).
[0141] (Supplementary Note (D)) A gaming machine comprising performance execution means for executing a performance and performance control means for controlling the performance execution means. The performance control means can measure a specific time when a predetermined timing arrives. When measuring the specific time when the predetermined timing arrives, after the specific time has elapsed, the specific performance is executed when the first timing arrives, and there is a case where the specific performance is executed when the second timing later than the first timing arrives.
[0142] The specific effect is a gaming machine described in Supplementary Note (II) with different jackpot anticipation levels depending on the time from when the specific time has elapsed until the specific effect is executed. (Supplementary Note (VIII)) The effect execution means includes at least a display means for displaying information and a movable body. In the effect, there is a special effect in which the display means suggests or notifies the timing status of the specific time measurement. The special effect ends when a specific timing arrives after the specific time has elapsed. The specific timing is at least after the first timing. The specific effect includes an effect in which the movable body moves. When the specific effect is executed, the suggestion or notification of the timing status of the specific time in the special effect by the movable body is restricted. This is a gaming machine described in Supplementary Note (II) or Supplementary Note (IX).
Explanation of Signs
[0143] AC1…Normal actuator AC2…Special actuator BT…Effect button EH…Effect display device ES…Effect device group Gb…Button image Ge…Effect image GS…Home position sensor Gt…Timer image HD…Launch handle K…Movable body KA…Movable actuator LA…Decoration lamp P0…Home position P1…Effect position R…Display area SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SP…Speaker YB…Pachinko gaming machine 11…Frame 11a…Outer frame 11b…Mounting frame 12…First start port 13…Second start port 13a…Normal opening / closing piece 14…Big winning port 14a…Special opening / closing piece 17…Gate 17a…Gate port 18…Out port 19a…First special symbol display device 19b…Second special symbol display device 19c…First hold display device 19d…Second hold display device 19e…Normal symbol 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
Claims
【Claim 1】 performance execution means for executing a performance; performance control means for controlling the performance execution means, and the performance includes a specific performance and a special performance suggesting the execution of the specific performance, the special performance includes a first mode and a second mode, the specific performance includes a first specific performance and a second specific performance, when a predetermined special performance is executed, after the special performance changes from the first mode to the second mode, a first timing arrives when a predetermined time has elapsed, and the first specific performance is executed when the first timing arrives, and when the second specific performance is executed when a second timing later than the first timing arrives, the first specific performance and the second specific performance are configured to include at least a display performance, and the display performance constituting the first specific performance is a display performance capable of displaying the same image as the display performance constituting the second specific performance, the special performance ends when a specific timing arrives after changing to the second mode, the specific timing is at least later than the first timing, and a gaming machine in which the execution of the special performance is restricted when the first specific performance is executed.
Citation Information
Patent Citations
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