Pachinko machine
The gaming machine improves player engagement by incorporating customizable movable effects with adjustable execution conditions and modes, enhancing the excitement and interaction through voice, light, and vibration effects.
Patent Information
- Application Number
- JP2023011029
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-27
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2043-01-27
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine, which is an example of a gaming machine, a variable game is executed based on a predetermined lottery result, and various effects are executed in relation to the variable game. As an example of the effects, there is a movable effect that is executed by applying power to movable means. For example, the gaming machine of Patent Document 1 includes an operation button that can be operated by a player as an example of movable means, and is capable of executing a vibration effect that vibrates the operation button as an example of a movable effect when an operation of the operation button is received during the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In recent years, when executing a movable effect, it is expected to further improve the interest in the game by making more elaborate arrangements.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes a power supply means for applying power, an operation means capable of performing a predetermined operation, and an effect execution means for executing an effect. The effect execution means includes a movable means capable of executing a movable effect by being supplied with power from the power supply means. Regarding the state related to the effect, there are a first effect state and a second effect state as effect states with different effect modes of the voice effect. Regarding the state related to the operation of the movable means, there are a first operation state and a second operation state. When the state related to the operation of the movable means is the first operation state in the first effect state, when it becomes the second effect state different from the first effect state, the movable effect can be executed in the second operation state different from the first operation state. The movable effect may be executed when a first execution condition is satisfied, or may be executed when a second execution condition different from the first execution condition is satisfied. When the movable effect is executed when the first execution condition is satisfied and when the movable effect is executed when the second execution condition is satisfied, the mode of the movable effect is different. At least the second execution condition includes the operation means being operated. The change from the first effect state to the second effect state can be adjusted by the player. In the first operating state and the second operating state, the execution probability of the movable effect is different as the state related to the operation of the movable means. This is the gist.
Effect of the Invention
[0006] According to the present invention, the interest in the game can be improved.
Brief Description of the Drawings
[0007]
Figure 1
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Figure 10
Mode for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a pachinko machine will be described. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions when viewed from the player. As shown in FIG. 1, the pachinko machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a for fixing the machine body to the island equipment and a mounting frame 11b for mounting various game parts. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is assembled to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.
[0009] The pachinko machine 10 includes a firing handle HD. For example, the firing handle HD is provided in the lower right part of the mounting frame 11b. In the pachinko machine 10, the game ball is fired toward the game area YBa with an intensity corresponding to the operation amount (rotation amount) of the firing handle HD.
[0010] The pachinko gaming machine 10 is provided with a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP is capable of executing an effect (hereinafter referred to as a voice effect) that outputs a predetermined voice. The predetermined voice is a music piece, a sound effect, or the like.
[0011] The pachinko gaming machine 10 is provided with a decorative lamp LA. For example, the decorative lamp LA is provided on the front surface of the mounting frame 11b. The decorative lamp LA is capable of executing an effect (hereinafter referred to as a light emission effect) by lighting, blinking, and turning off a built-in light emitter (not shown).
[0012] The pachinko gaming machine 10 is provided with a first button BT1 and a second button BT2. The first button BT1 and the second button BT2 are provided on the front surface of the mounting frame 11b at positions where they can be operated by the player. The first button BT1 and the second button BT2 are push-button types configured to enable a pressing operation. The first button BT1 is a single button that can be displaced by an operation. On the other hand, the second button BT2 is composed of a plurality of buttons such as an upper button UBT, a lower button DBT, a left button LBT, and a right button RBT.
[0013] The pachinko gaming machine 10 is provided with a vibration motor MT (see FIG. 2). The vibration motor MT is configured to be capable of vibrating. The first button BT1 is configured to be capable of executing a vibration effect as an example of a movable effect when power is applied (vibration is transmitted) from the vibration motor MT. The vibration motor MT is an example of a power applying means for applying power. The first button BT1 is an example of an operating means capable of performing a predetermined operation and an example of a movable means.
[0014] The first button BT1 is provided with a first operation sensor. When the first operation sensor detects an operation of the first button BT1, it outputs an operation signal. The second button BT2 is provided with a second operation sensor. When the second operation sensor detects an operation of the second button BT2 (the upper button UBT, the lower button DBT, the left button LBT, and the right button RBT), it outputs an operation signal.
[0015] On the front surface of the game board YB, a game area YBa having a substantially circular shape when viewed from the front is defined. The game board YB is assembled to the mounting frame 11b via the frame window 11c so that the game area YBa can be visually recognized. A display window YBb is formed at approximately the center of the game area YBa.
[0016] The pachinko gaming machine 10 includes a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol variation game (hereinafter referred to as a special game). The special symbol variation game includes a first special symbol variation game (hereinafter referred to as the first special game) and a second special symbol variation game (hereinafter referred to as the second special game). In the special game, a predetermined symbol is variably displayed, and finally the special symbol is fixedly stopped and displayed. The special symbol is a symbol for notifying the result of an internal lottery (lottery for winning the special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes with the passage of time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed and the type of the displayed symbol does not change. For a symbol, "fixed stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is preferentially executed with respect to the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbol includes at least a jackpot symbol which is an example of a jackpot display result and a losing symbol which is an example of a losing display result. The special symbol may include a small winning symbol as a small winning display result. In the pachinko gaming machine 10, when winning a jackpot in the special symbol winning lottery (hereinafter referred to as the special winning lottery), a jackpot symbol is derived in the special game, and after the end of the special game of the jackpot, a jackpot game is awarded.
[0017] The pachinko gaming machine 10 includes a first special hold display device 19c and a second special hold display device 19d as display devices that can specify the number of special games on hold. The first special hold display device 19c displays information that can specify the number of times (hereinafter referred to as the first special hold number) of the first special game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. The second special hold display device 19d displays information that can specify the number of times (hereinafter referred to as the second special hold number) of the second special game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. As an example, the upper limit values of the first special hold number and the second special hold number are each 4.
[0018] The game board YB includes a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (lottery for winning the normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In this embodiment, when winning the lottery for winning the normal symbol (hereinafter referred to as the normal winning lottery), a normal winning symbol is derived in the normal game, and after the end of the normal game, a normal winning game is awarded. The pachinko gaming machine 10 includes a normal hold display device 19f. The normal hold display device 19f displays information that can specify the number of times (normal hold number) of the normal game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet.
[0019] The pachinko gaming machine 10 includes an effect display device EH. The effect display device EH has an image display area R capable of displaying an image. The image display area R is, for example, a liquid crystal panel, an organic EL panel, or the like. The effect display device EH is assembled to the game board YB so that the image display area R can be visually recognized through the display window YBb when viewed from the front. The effect display device EH is capable of executing an effect (hereinafter referred to as a display effect) of displaying an image imitating a predetermined character or character.
[0020] In the performance display device EH, as one of the display performances, a performance symbol variation game (hereinafter referred to as a performance game) is displayed. In the performance game, a plurality of columns of performance symbols are variably displayed, and finally a combination of performance symbols (hereinafter referred to as a symbol combination) is derived. The performance symbol (decoration symbol) is a symbol decorated with decorations such as characters and patterns, and is a symbol for diversifying the display performance. As an example, the performance game of the present embodiment is performed by variably displaying (scroll-displaying) the performance symbols of the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction respectively.
[0021] The performance game starts together with the special game and ends together with the special game. In the performance game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination is derived in the performance game. The big win symbol combination is a symbol combination in which the performance symbols in all columns become the same performance symbol, such as "777". When a losing symbol is derived in the special game, a losing symbol combination is derived in the performance game. The losing symbol combination is, for example, a symbol combination in which the performance symbols in at least a part of the columns are different from the performance symbols in other columns, such as "778" and "787". In this specification, "temporary stop display" is a temporary stop state before the performance symbol is definitely stopped and displayed, such as shaking and variable display. In this way, the pachinko machine 10 has a special game and a performance game executed corresponding to the special game. In the following description, the special game and the performance game are collectively referred to as a "variation game". The variation game is an example of a symbol variation game.
[0022] In a performance game, a reach performance can be executed. The reach performance is a performance that forms a reach in the performance game and finally derives a predetermined symbol combination. A reach is a state in which the same performance symbol is once stopped and displayed in a plurality of specific symbol columns (for example, a left symbol column and a right symbol column), and the performance symbol continues to be variably displayed in another symbol column (for example, a middle symbol column). The reach performance includes a normal reach performance (hereinafter referred to as an NR performance) and a super reach performance (hereinafter referred to as an SR performance) with a higher expectation level (hereinafter referred to as a jackpot expectation level) of being given a jackpot game after the end of the variable game as compared with the NR performance.
[0023] The pachinko machine 10 includes a first start port 12. The first start port 12 is always open so that a game ball can be entered. The pachinko machine 10 includes a first start sensor SE1 that detects a game ball that has entered the first start port 12 (see FIG. 2). In the pachinko machine 10, when a game ball is detected by the first start sensor SE1, the reservation condition for the first special game can be satisfied, and the payout condition for a predetermined number of prize balls is satisfied.
[0024] The pachinko machine 10 includes a second start port 13 that opens to the game area YBa. The pachinko machine 10 includes a second start sensor SE2 that detects a game ball that has entered the second start port 13 (see FIG. 2). In the pachinko machine 10, when a game ball is detected by the second start sensor SE2, the reservation condition for the second special game can be satisfied, and the payout condition for a predetermined number of prize balls is satisfied. The pachinko machine 10 includes a normal variable member 13a that can be operated between an open state in which a game ball can enter the second start port 13 and a closed state in which a game ball cannot enter the second start port 13. The closed state may be a state in which a game ball can enter the second start port 13 but is more difficult to enter than in the open state. The pachinko machine 10 includes a normal solenoid SL1 as an example of means for operating the normal variable member 13a (see FIG. 2). The normal variable member 13a is operated to the open state in a normal winning game.
[0025] The pachinko gaming machine 10 is provided with a large winning opening 14 that opens into the gaming area YBa. The pachinko gaming machine 10 includes a special variable member 14a, which is an example of means capable of operating between an open state in which a game ball can enter the large winning opening 14 and a closed state in which a game ball cannot enter the large winning opening 14. The closed state may be a state in which a game ball can enter the large winning opening 14 but is less likely to enter compared to the open state. The pachinko gaming machine 10 includes a special solenoid SL2 as an example of means for operating the special variable member 14a (see FIG. 2). The special variable member 14a is operated to the open state during a winning game of a special symbol. The pachinko gaming machine 10 includes a count sensor SE3 for detecting a game ball that has entered the large winning opening 14 (see FIG. 2). In the pachinko gaming machine 10, when a game ball is detected by the count sensor SE3, the payout condition for a predetermined number of prize balls is satisfied.
[0026] The pachinko gaming machine 10 is provided with a gate 17 through which a game ball flowing down in the gaming area YBa can pass (enter). The pachinko gaming machine 10 includes a gate sensor SE4 for detecting a game ball passing through the gate 17 (see FIG. 2). In the pachinko gaming machine 10, when a game ball is detected by the gate sensor SE4, the hold condition for a normal game can be satisfied, while the payout condition for prize balls is configured not to be satisfied.
[0027] In the present embodiment, the effect display device EH, the speaker SP, the decorative lamp LA, and the first button BT1 are each an effect device for executing an effect, and these constitute an effect device group DE, which is an example of effect execution means (see FIG. 2). The effect execution means is not limited to including all of the effect display device EH, the speaker SP, the decorative lamp LA, and the first button BT1, and may be configured by one or a plurality of effect devices that can be arbitrarily selected from these effect devices.
[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, a ball entry assistance function that assists the entry of game balls into the second start port 13, and a time shortening function that shortens the variation time of a special game. The gaming state in the pachinko gaming machine 10 is configured by combining the operating states (operating and non-operating) of these functions.
[0029] The probability variation function (hereinafter referred to as the probability change function) will be described. The pachinko gaming machine 10 has a plurality of probability states as states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state with a higher jackpot probability than the low probability state. When the probability change function operates, the probability state shifts from the low probability state to the high probability state, increasing the possibility of winning the jackpot. Therefore, the high probability state is an advantageous state for the player. The high probability state is a so-called "probability variation state (probability change state)".
[0030] The ball entry assistance function will be described. The ball entry assistance function is a function that supports winning in the second start port 13 and is a so-called "electric support function". The pachinko gaming machine 10 has a plurality of ball entry rate states as states with different ball entry rates into the second start port 13. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state with a higher ball entry rate than the low ball entry rate state. When the ball entry assistance function operates, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to satisfy the start condition of the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.
[0031] For example, the high hitting rate state can be realized by executing any one of the three controls described below, or by combining and executing a plurality of controls. The first control is a control for making the variation time of the normal game shorter than that in the low hitting rate state. The second control is a control for varying the normal winning probability in the normal winning lottery to a higher probability than that in the low hitting rate state. The second control may be a control that does not perform the normal winning lottery itself in the low hitting rate state, but performs the normal winning lottery at a predetermined probability in the high hitting rate state. The third control is a control for making the total opening time of the normal variable member 13a in one normal winning game longer than that in the low hitting rate state. Note that, as the third control, at least one of a control for making the number of opening times of the normal variable member 13a in one normal winning game more than that in the low hitting rate state, and a control for making the opening time of the normal variable member 13a in one normal winning game longer than that in the low hitting rate state may be performed.
[0032] Next, the time shortening function (hereinafter referred to as the time shortening function) will be described. The pachinko gaming machine 10 has a plurality of variation time states as states in which the variation time (average variation time) of the special game is different. The plurality of variation time states include a long variation time state and a short variation time state in which at least the average variation time of the second special game is shorter than that in the long variation time state. When the time shortening function is activated, the variation time state shifts from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. That is, the digestion efficiency of the reservation of the special game is improved. Note that, in the present embodiment, the time shortening function is activated in association with the ball entry assistance function. That is, the time shortening function operates together with the ball entry assistance function and becomes inoperative together with the ball entry assistance function.
[0033] In this embodiment, there are three types of gaming states: the normal state, the first advantageous state, and the second advantageous state. The normal state is a gaming state in which the probability variation function, the ball entry assistance function, and the time reduction function are all inoperative. The first advantageous state is a gaming state in which the probability variation function, the ball entry assistance function, and the time reduction function are all operative. The second advantageous state is a gaming state in which the probability variation function is inoperative while the ball entry assistance function and the time reduction function are operative. The pachinko gaming machine 10 is not limited to having three gaming states, and a part or all of them may be different gaming states in which the functions to be activated among the probability variation function, the ball entry assistance function, and the time reduction function are changed. Also, the number of gaming states may be one or two, or four or more.
[0034] Next, the jackpot will be described. The pachinko gaming machine 10 includes a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or a plurality of types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is provided according to the type of jackpot symbol (type of jackpot).
[0035] In the jackpot game, first, a predetermined performance is performed over a predetermined time (hereinafter referred to as the opening time). For example, the predetermined performance is an opening performance that can identify the start of the jackpot game. In the jackpot game, after the elapse of the opening time, a round game for opening the big winning opening 14 is performed with a predetermined upper limit number of times as the upper limit. One round game ends when a predetermined upper limit number of game balls enter or when a predetermined upper limit time elapses. In the round game, the big winning opening 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed over a predetermined time (hereinafter referred to as the ending time). For example, the predetermined performance is an ending performance that can identify the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0036] In the pachinko gaming machine 10, the gaming state after the end of a big win game is controlled according to the type of big win symbol (type of big win). As an example, for specific symbols, it is determined that after the end of a big win game, it is controlled to a first advantageous state until the next big win game is awarded. For normal symbols, it is determined that after the end of a big win game, it is controlled to a second advantageous state until a special game of a predetermined number of operations ends, or until the next big win game is awarded. Not limited to this, on the condition that the game ball that has won the big winning opening 14 passes through a specific area (so-called V zone), the gaming state after the end of the big win game is controlled to the first advantageous state, and on the condition that it does not pass through the specific area, the gaming state after the end of the big win game may be configured to be controlled to the second advantageous state.
[0037] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information related to the game (hereinafter referred to as game information) even when the power supply from an external power source is interrupted, and can be restored based on the stored information when the power supply is started. Although it will be described in detail later, the game information to be backed up includes information related to special games, information related to big win games, information related to the gaming state, and information related to effects.
[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 2, the pachinko gaming 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 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.
[0039] The main board 40 will be described in detail. The main board 40 includes a CPU 41, a ROM 42, an RWM 43, a random number generation circuit 44, and an RWM clear switch 45. The CPU 41 executes processes related to the progress of the game by executing the main control program. The ROM 42 stores the main control program, determination values used for various determinations and lotteries, and tables, etc. The ROM 42 stores multiple types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game.
[0040] The variation patterns include a jackpot variation pattern, a non-winning reach variation pattern, and a non-winning variation pattern. The jackpot variation patterns include a variation pattern that performs an NR effect in the production game and finally derives a jackpot symbol combination, and a variation pattern that performs an SR effect after performing the NR effect and finally derives a jackpot symbol combination. The non-winning reach variation patterns include a variation pattern that performs an NR effect in the production game and finally derives a non-winning symbol combination, and a variation pattern that performs an SR effect after performing the NR effect and finally derives a non-winning symbol combination. Also, the non-winning variation pattern includes a variation pattern that does not perform a reach effect in the production game and finally derives a non-winning symbol combination. The RWM 43 stores various information that can be rewritten according to the processing results of the CPU 41. As an example, the information stored in the RWM 43 is a flag, a counter, a timer, etc. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers by the random number generation process by the CPU 41. The RWM clear switch 45 is an operation unit configured to enable an operation for instructing the initialization of the main backup information and the sub-backup information backed up by a backup function described later. The RWM clear switch 45 is turned on by a push operation and turned off without the push operation. The CPU 41 can input an operation signal output when the RWM clear switch 45 is operated to be on. The operation of the RWM clear switch 45 is, for example, a manual operation by a game hall administrator or an operator during manufacturing.
[0041] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4. The CPU 41 can input detection signals output when each of the sensors SE1 to SE4 detects a game ball. The main board 40 is connected to a plurality of display units 19a to 19f. The CPU 41 can control the display contents of the plurality of display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening modes of the second start port 13 and the big winning port 14.
[0042] Next, the sub-board 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and an RWM 53. By executing a sub-control program, the CPU 51 performs processing related to effects. The ROM 52 stores a sub-control program, determination values used for a predetermined lottery, and the like. The ROM 52 stores display effect data used for display effects, light emission effect data used for light emission effects, voice effect data used for voice effects, vibration effect data used for vibration effects, and the like. The RWM 53 stores various pieces of information that can be rewritten during the operation of the pachinko machine 10. As an example, the information stored in the RWM 53 includes flags, counters, timers, and the like. The sub-board 50 is configured to be able to generate software random numbers by random number generation processing by the CPU 51. The sub-board 50 may include a random number generation circuit and be able to generate hardware random numbers.
[0043] The sub-board 50 is connected to an effect display device EH. The CPU 51 can control the display contents of the effect display device EH. The sub-board 50 is connected to a speaker SP. The CPU 51 can control the output contents of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA.
[0044] The sub-board 50 is connected to the first button BT1 and the second button BT2 (upper button UBT, lower button DBT, left button LBT, and right button RBT). The CPU 51 can input an operation signal output when the first button BT1 is operated. The CPU 51 can input an operation signal output when the second button BT2 is operated. The CPU 51 is connected to the vibration motor MT. The CPU 51 can execute a vibration effect by driving the vibration motor MT to transmit vibration to the first button BT1.
[0045] The sub-board 50 is provided with an adjustment switch 54. The adjustment switch 54 is a means for setting a range (hereinafter referred to as the adjustment range) in which the volume of the sound output from the speaker SP and the intensity of the vibration of the vibration motor MT can be changed by operating the second button BT2. In the present embodiment, since the adjustment switch 54 is mounted on the sub-board 50, it cannot be accessed without opening the mounting frame 11b. Therefore, in principle, it can be said that the adjustment switch 54 is a means that can be operated by a game hall manager or the like who can open the mounting frame 11b. The adjustment switch 54 is configured to enable an operation of selecting any one of a plurality of adjustment ranges. The CPU 51 is connected to the adjustment switch 54. The CPU 51 can input a setting signal capable of specifying the adjustment range selected by operating the adjustment switch 54. In an example of the present embodiment, the adjustment switch 54 is a knob type, but it is not limited thereto, and it may be a DIP switch type or a button type.
[0046] The pachinko game machine 10 is provided with a power supply unit 60 on the rear side of the game board YB. The power supply unit 60 receives power supply from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is provided with a power switch 61. The pachinko game machine 10 is configured to be able to turn on the power by starting the power supply to the power supply unit 60 with the power switch 61 in the on state or turning on the power switch 61 while the power supply is being made.
[0047] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the RWM 43 of the main board 40 and the RWM 53 of the sub-board 50 even after the power supply is stopped. By receiving power supply from the backup power supply 62, the RWM 43 and the RWM 53 can retain the stored content when the power supply is stopped even after the power supply is stopped. For example, the RWM 43 and the RWM 53 may be non-volatile memories capable of retaining the stored content even in a state where they do not receive power supply, so that the information stored can be retained even after the power supply is stopped.
[0048] The pachinko gaming machine 10 is equipped with a backup function. With the backup function, the pachinko gaming machine 10 can retain for a predetermined period the information related to game control (hereinafter referred to as main backup information) stored in the RWM 43 and the information related to game control (hereinafter referred to as sub-backup information) stored in the RWM 53 even when the power supply is stopped. And when the power supply is started, the pachinko gaming machine 10 can be restored based on each backup information.
[0049] The main backup information includes information on special games, jackpot games, and game states. Information on special games includes, for example, information that can identify the results of special win lotteries and normal win lotteries, information that can identify variation patterns, information that can identify special symbols derived in special games, information that can identify the measured variation time during the execution of special games, information that can identify the number of pending special games, and the like. Information on jackpot games includes information that can identify the progress of jackpot games. Information on game states includes information that can identify probability states, information that can identify ball entry rate states, and information that can identify variation time states. The sub-backup information includes information on effects. Information on effects includes the set value of an execution flag indicating the execution state of a pre-reading vibration effect described later, and remaining game number information that can identify the number of remaining games until a variation game that triggers the execution of the pre-reading vibration effect. The predetermined period is the period until the backup power supply 62 (for example, an electric double layer capacitor) is discharged and becomes unable to supply power.
[0050] Next, various processes performed by the CPU 41 will be described. When the CPU 41 is started by a startup process at power-on, it executes a power-on process. As an example, when the power is turned on with the RWM clear switch 45 operated, the CPU 41 initializes the main backup information backed up in the RWM 43 by the backup power supply 62. On the other hand, when the power is turned on without the RWM clear switch 45 being operated, the CPU 41 does not initialize the main backup information. Thereafter, in the power-on process, the CPU 41 outputs startup information (for example, a startup command) that can identify that the main board 40 has started to the sub-board 50. As an example, the startup information is either information indicating that it has started with initialization of the main backup information (for example, an initialization command) or information indicating that it has started without initialization of the main backup information (for example, a power restoration command).
[0051] The CPU 41 executes special symbol input processing, special symbol start processing, etc. as timer interrupt processing performed every predetermined control cycle (for example, 4 ms). The special symbol input processing will be described.
[0052] The CPU 41 determines whether or not a game ball has entered the first start port 12 based on whether or not a detection signal has been input from the first start sensor SE1. When a game ball has entered the first start port 12, the CPU 41 determines whether or not the first special hold number stored in the RWM 43 is less than the upper limit number (in this embodiment, 4). When the first special hold number is less than the upper limit number, the CPU 41 adds 1 to the first special hold number and updates it. The CPU 41 controls the first special hold display device 19c so as to display information that can identify the updated first special hold number. Thus, the hold condition for the first special game is satisfied when the game ball is detected by the first start sensor SE1 while the first special hold number is less than the upper limit number.
[0053] Next, the CPU 41 acquires the random number generated by the random number generation circuit 44 and stores the random number information based on the acquired random number in the RWM 43. For example, the random number is a winning random number used for a special winning lottery, a winning symbol random number used for determining a winning symbol, a variation pattern random number used for determining a variation pattern, and the like. The CPU 41 stores the random number information so that it can be specified that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself or 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 RWM 43, the pachinko gaming machine 10 can hold the execution of the first special game until the start condition for the first special game is satisfied.
[0054] When the CPU 41 stores the random number information for the first special game in the RWM 43, when no game ball has entered the first start port 12, and when the first special reservation number is not less than the upper limit number, the CPU 41 determines whether a game ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. When a game ball has entered the second start port 13, the CPU 41 determines whether the second special reservation number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the second special reservation number is less than the upper limit number, the CPU 41 adds 1 to the second special reservation number and updates it. The CPU 41 controls the second special reservation display device 19d to display information that can identify the updated second special reservation number. In this way, the reservation condition for the second special game is satisfied when the second special reservation number is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0055] Next, the CPU 41 acquires the random number generated within the main board 40 and stores the random number information based on the acquired random number in the RWM 43. The CPU 41 stores the random number information so that it can be identified that it is 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 RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition for the second special game is satisfied. When the random number information for the second special game is stored in the RWM 43, when no game ball has entered the second start port 13, and when the second special reservation number is not less than the upper limit number, the CPU 41 ends the special symbol input process.
[0056] In the special symbol input process, when the CPU 41 stores the random number information for the first special game in the RWM 43, the CPU 41 performs a command setting process. The command setting process is a process included in the special symbol input process.
[0057] In the command setting process, the CPU 41 determines whether the value corresponding to the obtained random number is a jackpot value that wins in the special winning lottery described later or a losing value that should not win in the special winning lottery. Next, in the case of a jackpot value, based on the value corresponding to the obtained variable pattern random number, the CPU 41 specifies the jackpot variable pattern selected from among the jackpot variable patterns. Then, the CPU 41 stores the jackpot preview command as a control command in the output buffer based on the specified content. The jackpot preview command can specify information indicating the first special hold number at the time the random number was obtained, information indicating that the value corresponding to the obtained winning random number is a jackpot value, and information indicating the jackpot variable pattern selected by the value corresponding to the obtained variable pattern random number.
[0058] On the other hand, in the case of a losing value, based on the value corresponding to the obtained variable pattern random number, the CPU 41 specifies the variable pattern selected from among the variable pattern group consisting of the losing variable pattern and the losing reach variable pattern. Then, the CPU 41 stores the losing preview command as a control command in the output buffer based on the specified content. The losing preview command can specify information indicating the first special hold number at the time the random number was obtained, information indicating that the value corresponding to the obtained winning random number is a losing value, and information indicating the variable pattern selected by the value corresponding to the obtained variable pattern random number.
[0059] The jackpot prediction command or the losing prediction command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process after the next cycle. The command setting process of this embodiment is performed for the first special game and not for the second special game. The CPU 41 that has set the jackpot prediction command or the losing prediction command performs processing related to the second special game in the special symbol input process described above. In the following description, when the jackpot prediction command and the losing prediction command are described without distinction, they are referred to as "prediction commands". In the command setting process of this embodiment, every time a game ball is detected by the CPU 41 and the first start sensor SE1, a variation pattern indicating the variation content (including the variation time) of the symbol variation game (the first special game) whose execution is suspended is specified.
[0060] Next, the special symbol start process will be described. The CPU 41 determines whether the start condition of the special game is satisfied. The CPU 41 makes an affirmative determination when it is not during the jackpot game and not during the execution of the special game. The CPU 41 makes a negative determination when it is during the jackpot game or during the execution of the special game. If the start condition of the special game is not satisfied, the CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the CPU 41 determines whether the second special hold count is greater than zero. If the second special hold count is zero, the CPU 41 determines whether the first special hold count is greater than zero. If the first special hold count is zero, the CPU 41 ends the special symbol start process.
[0061] When the first special reservation number is greater than zero, the CPU 41 performs a process of executing the first special game. Specifically, the CPU 41 subtracts 1 from the first special reservation number and updates it. The CPU 41 controls the first special reservation display device 19c to display information that can identify the updated first special reservation number. The CPU 41 acquires, from the RWM 43, the earliest stored random number information among the random number information for the first special game. The CPU 41 performs a special winning lottery (big win determination) as to whether or not to win the big win using the winning random number specified from the acquired random number information. The CPU 41 performs the special winning lottery with the big win probability according to the current probability state (the presence or absence of the operation of the probability change function).
[0062] When winning the big win, the CPU 41 performs a big win variation process. In the big win variation process, the CPU 41 performs a big win symbol lottery using the winning symbol random number that can be specified from the random number information, and determines the big win symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using the variation pattern random number that can be specified from the random number information, and determines the big win variation pattern. Then, the CPU 41 ends the special symbol start process.
[0063] When not winning the big win, the CPU 41 performs a losing variation process. In the losing variation process, the CPU 41 determines the losing symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using the variation pattern random number that can be specified from the random number information, and determines a losing reach variation pattern with a reach or a losing variation pattern without a reach. Then, the CPU 41 ends the special symbol start process. In the present embodiment, it is determined whether to execute the reach effect in the production game depending on whether to determine the losing variation pattern or the losing reach variation pattern, but it may be determined whether to execute the reach effect, and depending on the determination result, either the losing reach variation pattern or the losing variation game may be determined.
[0064] When the second special reserved number is greater than zero, the CPU 41 performs processing for executing the second special game. Since the processing for executing the second special game is the processing in which, for the processing for executing the first special game, "the first special game" is read as "the second special game" and "the first special reserved number" is read as "the second special reserved number", a detailed description thereof is omitted. That is, after the CPU 41 performs subtraction of the second special reserved number, special win lottery, and any variation processing based on the result of the special win lottery, the special symbol start processing ends.
[0065] In the jackpot variation processing and the losing variation processing, the CPU 41 outputs a variation start command and a special symbol command to the sub-board 50. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or losing symbol) determined in each variation process. Note that the variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0066] When the special symbol start processing ends, the CPU 41 executes the first special game or the second special game by a process different from the special symbol start processing. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start processing. In addition, when the variation time defined in the variation pattern has elapsed, the CPU 41 outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the sub-board 50.
[0067] When the CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The CPU 41 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. Also, when the variable time defined in the variable pattern has elapsed, the CPU 41 outputs a variable end command to the sub-board 50.
[0068] Next, the jackpot game process will be described. The jackpot game process is a process for awarding a jackpot game. When the CPU 41 causes a jackpot symbol to be derived in the special game, it executes the jackpot game process after the end of the special game with the jackpot. The CPU 41 identifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The CPU 41 awards the identified type of jackpot game.
[0069] First, the CPU 41 outputs a control command (hereinafter referred to as an opening command) that can identify the start of the opening time to the sub-board 50. When the opening time has elapsed, the CPU 41 performs a process for executing a round game. That is, the CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the big winning port 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the big winning port 14, thereby ending the round game. The CPU 41 repeats the process for executing such a round game until the round games up to the upper limit number defined in the jackpot game are completed. Each time the CPU 41 starts a round game, it outputs a control command (hereinafter referred to as a round command) that can identify the start of the round game to the sub-board 50.
[0070] When the final round of the game ends, the CPU 41 outputs a control command (hereinafter referred to as the ending start command) to the sub-board 50 that can specify the start of the ending time. When the ending time has elapsed, the CPU 41 ends the jackpot game. The CPU 41 may be configured to output a control command (hereinafter referred to as the ending end command) to the sub-board 50 that can specify the elapse of the ending time.
[0071] The process of controlling to the standby state will be described. When both the first special reservation number and the second special reservation number are 0 (zero), no special game is being executed, and no jackpot game is being executed, the CPU 41 controls to the standby state as the standby period. That is, the standby state in the present embodiment is a period in which no special game is being executed and no jackpot game is being executed. When controlling to the standby state, the CPU 41 outputs a control command (hereinafter referred to as the demo command) to the sub-board 50 that can specify that it is in the standby state. This demo command is a command for executing a standby effect during the standby state. The standby effect is an effect for notifying, for example, using the effect display device EH, that the pachinko game machine 10 is in the standby state and obtaining a customer-attracting effect.
[0072] The probability transition process for transitioning the probability state will be described. When the CPU 41 ends the jackpot game based on the specific symbol, it stores the high probability flag in the RWM 43. That is, the CPU 41 controls to the high probability state. On the other hand, when the CPU 41 ends the jackpot game based on the normal symbol, it does not store the high probability flag in the RWM 43. That is, the CPU 41 controls to the low probability state. When the CPU 41 starts the jackpot game and the high probability flag is stored, it erases the high probability flag. That is, during the jackpot game, the CPU 41 controls to the low probability state.
[0073] The ball entry rate transition process for transitioning the ball entry rate state and the variation time state will be described. When the jackpot game based on the specific symbol and the jackpot game based on the normal symbol end, the CPU 41 causes the RWM 43 to store the activation flag. That is, the CPU 41 controls to the high ball entry rate state and the short variation time state. When a special game ends after the number of executions of the special game after the end of the jackpot game based on the normal symbol reaches the activation number, the CPU 41 erases the activation flag stored in the RWM 43. That is, after the end of the jackpot game based on the normal symbol, when the special game of the activation number ends, the CPU 41 controls to the low ball entry rate state and the long variation time state. When starting a jackpot game and when the activation flag is stored, the CPU 41 erases the activation flag. That is, during the jackpot game, the CPU 41 controls to the low ball entry rate state and the long variation time state. Note that when the CPU 41 shifts the game state (probability state, ball entry rate state, and variation time state), the CPU 41 outputs a control command (hereinafter referred to as a game state command) capable of specifying the game state after the shift to the sub-board 50.
[0074] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the startup process performed at the time of power-on will be described. When the CPU 51 inputs a startup command (initialization command or power restoration command), the CPU 51 executes the startup process. As an example, when the CPU 51 inputs an initialization command, the CPU 51 initializes the sub-backup information backed up in the RWM 53 by the backup power supply 62. On the other hand, when the CPU 51 inputs a power restoration command, the CPU 51 does not initialize the sub-backup information.
[0075] The jackpot effect process will be described. The jackpot effect process is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When the CPU 51 receives an opening command, it controls the effect device group DE to execute an opening effect. When the CPU 51 receives a round command, it controls the effect device group DE to execute a round effect. When the CPU 51 receives an ending start command, it controls the effect device group DE to execute an ending effect. When the CPU 51 receives an ending end command, it controls the effect device group DE to end the ending effect.
[0076] The effect game process will be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during the execution of the special game. When the CPU 51 receives a variation start command and a special symbol command, it controls the effect device group DE including the effect display device EH to execute an effect game corresponding to the special game. As an example, when the CPU 51 receives a variation start command, it selects an effect pattern (effect content) of the effect game based on a variation pattern that can be specified from the control command. Also, when the CPU 51 receives a special symbol command, it determines a symbol combination to be derived in the effect game based on a special symbol that can be specified from the command. When the CPU 51 can specify a jackpot symbol from the special symbol command, it determines a jackpot symbol combination. When the CPU 51 can specify a losing symbol from the special symbol command, it determines a losing symbol combination.
[0077] Further, the CPU 51 determines whether the condition for executing the reach effect (hereinafter referred to as the reach condition) is satisfied. As an example, the reach condition is satisfied when the jackpot variation pattern or the deviation reach variation pattern is determined. When the reach condition is satisfied and the jackpot symbol can be specified from the special symbol command, the CPU 51 determines the effect symbol constituting the symbol combination of the jackpot as the reach effect symbol. When the reach condition is satisfied and the deviation symbol can be specified from the special symbol command, the CPU 51 determines the symbol combination of the deviation including the reach. When the reach condition is not satisfied and the deviation symbol can be specified from the special symbol command, the CPU 51 determines the symbol combination of the deviation not including the reach.
[0078] The CPU 51 controls the effect display device EH to start the effect game so as to start the variable display of each effect symbol upon the input of the variation start command. During the variation time defined in the variation pattern, the CPU 51 controls the effect display device EH so that the effect game is played based on the selected effect pattern. During the execution of the effect game, the CPU 51 can control the effect device group DE to execute various effects. When the CPU 51 specifies the variation pattern in which the NR effect is executed from the input variation start command, the CPU 51 controls the effect device group DE to execute the NR effect at a predetermined timing after starting the effect game. When the CPU 51 specifies the variation pattern in which the SR effect is executed from the input variation start command, the CPU 51 controls the effect device group DE to execute the SR effect at a predetermined timing after the effect game is started.
[0079] Then, after starting the effect game, when the predetermined timing arrives, the CPU 51 temporarily stops displaying the symbol combination and, upon the input of the variation end command, causes the symbol combination to be fixedly stopped and displayed. Note that the CPU 51 may fixedly stop and display the symbol combination when the variation time defined in the variation pattern has elapsed regardless of the variation end command. In this case, the variation end command may be omitted.
[0080] The processing related to the standby effect will be described. When the CPU 51 inputs a demo command, it causes the standby flag of the RWM 53 to store information that can identify the standby state, and controls the effect display device EH to perform a standby effect. When the CPU 51 inputs a variation start command, it erases the information stored in the standby flag of the RWM 53 and ends the standby effect.
[0081] Next, the volume adjustment function and vibration adjustment function mounted on the pachinko game machine 10 will be described. As shown in FIG. 3, the pachinko game machine 10 is configured to be able to adjust the volume level, which is the volume value of the sound output from the speaker SP, in 10 steps from 1 (minimum) to 10 (maximum) by an operation using the second buttons BT2 (left button LBT and right button RBT) (hereinafter, "level" is shown as "LV"). The volume LV is stored in the RWM 53 as information defining the volume magnitude in the sound effect. In the pachinko game machine 10, the volume LV can be adjusted during the standby state when neither the jackpot game nor the special game is being executed, during the execution of the special game, and during the jackpot game. In an example of this embodiment, the initial value of the volume LV is set to volume LV1. The state in which the volume magnitude in the sound effect is set by the volume LV is an example of the state related to the effect. In this embodiment, different volume LVs mean different volume magnitudes in the sound effect. Therefore, when the sound effect is executed by changing the volume LV, the effect mode of the sound effect will be different. The state of volume LV1 is an example of the first effect state, and the state of a volume LV different from volume LV1 is an example of the second effect state.
[0082] As shown in FIG. 3, the pachinko gaming machine 10 is configured to be adjustable over all seven levels from 1 (minimum) to 7 (maximum) as the intensity value at which the vibration motor MT vibrates by an operation using the second buttons BT2 (upper button UBT and lower button DBT) by a vibration adjustment function. The vibration LV is stored in the RWM53 as information defining the intensity of vibration in the vibration effect executed by the first button BT1. Note that the intensity of vibration in the present embodiment is the magnitude of the amplitude when the vibration motor MT vibrates. Not limited to this, the intensity of vibration may be the magnitude of the frequency at which the vibration motor MT vibrates, or may be the magnitude of the torque when the vibration motor MT is driven. In the pachinko gaming machine 10, the vibration LV can be adjusted during a standby state in which neither the jackpot game nor the special game is being executed, during the execution of the special game, and during the jackpot game. That is, in an example of the present embodiment, the period during which the volume LV can be adjusted and the period during which the vibration LV can be adjusted are the same period. In an example of the present embodiment, the initial value of the vibration LV is set to the vibration LV1. The state in which the intensity of vibration is set by the vibration LV is an example of a state related to the operation of the movable means (the first button BT1). Further, the state of the vibration LV1 is an example of the first operation state, and the state of the vibration LV different from the vibration LV1 is an example of the second operation state. In the first operation state and the second operation state, the intensity at which the first button BT1 vibrates in the vibration effect is different.
[0083] The pachinko gaming machine 10 is configured such that the adjustment ranges of the volume LV and the vibration LV, which can be changed by operating the second button BT2, can be set (changed). In the pachinko gaming machine 10, the adjustment ranges of the volume LV and the vibration LV that can be adjusted by the player are configured to be set by operating the adjustment switch 54 so that they can be set according to the intention of the game parlor manager or the like. When the pachinko gaming machine 10 is powered on in a state where the adjustment range is selected by operating the adjustment switch 54, the selected adjustment range is configured to be set. In an example of the present embodiment, the adjustment ranges that can be set by operating the adjustment switch 54 include a first adjustment range, a second adjustment range, and a third adjustment range.
[0084] As shown in FIG. 3(a), in an example of the present embodiment, the adjustment range of the volume in the first adjustment range (hereinafter referred to as the volume range) is a range of all four levels from volume LV1 to volume LV4. The volume range in the second adjustment range is a range of all six levels from volume LV1 to volume LV6. The volume range in the third adjustment range is a range of all ten levels from volume LV1 to volume LV10.
[0085] As shown in FIG. 3(b), in an example of the present embodiment, the adjustment range of the vibration intensity in the first adjustment range (hereinafter referred to as the vibration range) is a range of all three levels from vibration LV1 to vibration LV3. The vibration range in the second adjustment range is a range of all four levels from vibration LV1 to vibration LV4. The vibration range in the third adjustment range is a range of all seven levels from vibration LV1 to vibration LV7. Note that the adjustment ranges that can be set by operating the adjustment switch 54 are not limited to three types, and may be two types or four or more types.
[0086] In an example of the present embodiment, the volume ranges are such that, in the order of the first adjustment range < the second adjustment range < the third adjustment range, the maximum volume that can be adjusted increases, while the minimum volume is the same. Also, in an example of the present embodiment, the volume ranges are such that, in the order of the first adjustment range < the second adjustment range < the third adjustment range, the number (number of levels) of volume LVs that can be adjusted increases.
[0087] Similarly, in an example of the present embodiment, in the order of the first adjustment range < the second adjustment range < the third adjustment range of the vibration range, while the maximum intensity that can be adjusted increases, the minimum intensity is the same. Also, in an example of the present embodiment, in the order of the first adjustment range < the second adjustment range < the third adjustment range of the vibration range, the number of adjustable vibration LVs (number of steps) increases.
[0088] As shown in FIG. 4, in a situation where the vibration LV is not fixed with respect to the volume LV, when the volume LV is adjusted by an operation using the left button LBT or the right button RBT, in conjunction with the adjustment of the volume LV, the vibration LV is configured to be changed to a vibration LV corresponding to the adjusted volume LV. Details of the fixing of the vibration LV with respect to the volume LV will be described later. As an example, vibration LV1 and vibration LV2 correspond to volume LV1 and volume LV2, respectively. As an example, vibration LV3 corresponds to volume LV3 and volume LV4. As an example, vibration LV7 corresponds to volume LV10. In the present embodiment, it is configured such that as the vibration LV increases, the volume LV corresponding to the vibration LV also increases.
[0089] As shown in FIG. 5, for example, when the right button RBT is operated when the volume LV is volume LV1 and the vibration LV is vibration LV1, the volume LV is changed from volume LV1 to volume LV2, and the vibration LV is also changed from vibration LV1 to vibration LV2 (see FIG. 5(a)).
[0090] Also, for example, when the left button LBT is operated when the volume LV is volume LV3 and the vibration LV is vibration LV3, the volume LV is changed from volume LV3 to volume LV2, and the vibration LV is also changed from vibration LV3 to vibration LV2 (see FIG. 5(b)).
[0091] Furthermore, for example, when the right button RBT is operated when the volume LV is volume LV5 and the vibration LV is vibration LV4, the volume LV is changed from volume LV5 to volume LV6. At this time, since the vibration LVs corresponding to volume LV5 and volume LV6 are both vibration LV4 (see FIG. 4), the vibration LV is maintained (see FIG. 5(c)).
[0092] In this way, in the pachinko gaming machine 10, volume adjustment is performed by an operation using the left button LBT or the right button RBT. When the volume LV changes to a state different from the volume LV before the change, the vibration LV also changes to a state of any vibration LV corresponding to the changed volume LV. As an example, when the volume LV is in the state of volume LV1 (first effect state) and the vibration LV is in the state of vibration LV1 (first operation state), if the volume LV changes to a state of a volume LV different from volume LV1 (second effect state), the vibration LV also changes to a state of a vibration LV different from vibration LV1 corresponding to the changed volume LV (second operation state). That is, in the pachinko gaming machine 10, when the volume LV is in the state of volume LV1 (first effect state) and the vibration LV is in the state of vibration LV1 (first operation state), if the volume LV changes to a state of a volume LV different from volume LV1 (second effect state), the vibration effect is executed in a state of a vibration LV different from vibration LV1 (second operation state).
[0093] Note that in this embodiment, when the right button RBT is operated when the volume LV is at the upper limit of the set adjustment range, the volume LV is not changed and the vibration LV is not changed either. Similarly, when the left button LBT is operated when the volume LV is at the lower limit of the set adjustment range, the volume LV is not changed and the vibration LV is not changed either.
[0094] The pachinko gaming machine 10 is configured such that, by an operation using the upper button UBT or the lower button DBT, the vibration level LV can be adjusted without changing the volume level LV, and then, even when the volume level LV is changed by an operation using the left button LBT or the right button RBT, the vibration level LV can be fixed to the vibration level LV after adjustment with respect to the volume level LV. That is, after the power supply is started and after an operation of the upper button UBT or the lower button DBT is performed, even when the volume level LV is adjusted by an operation of the left button LBT or the right button RBT, the vibration level LV is configured not to be changed to the vibration level LV corresponding to the adjusted volume level LV in conjunction with the adjustment of the volume level LV. For example, when the volume level LV is LV1 and the vibration level LV is LV1, if the upper button UBT is operated, the vibration level LV is changed from LV1 to LV2 while the volume level LV1 is maintained (see FIG. 5(d)). Thereafter, even when the volume level LV is changed by an operation of the left button LBT or the right button RBT, the vibration level LV is maintained at LV2. Also, for example, when the volume level LV is LV5 and the vibration level LV is LV4, if the lower button DBT is operated, the vibration level LV is changed from LV4 to LV3 while the volume level LV5 is maintained (see FIG. 5(e)). Thereafter, even when the volume level LV is changed by an operation of the left button LBT or the right button RBT, the vibration level LV is maintained at LV3. And in the pachinko gaming machine 10, after the vibration level LV is adjusted by an operation of the upper button UBT or the lower button DBT, the volume level LV can be changed while maintaining the vibration level LV by an operation of the left button LBT or the right button RBT. Also, in the pachinko gaming machine 10, after the vibration level LV is adjusted by an operation of the upper button UBT or the lower button DBT, the vibration level LV can be changed while maintaining the volume level LV by an operation of the upper button UBT or the lower button DBT. That is, even when the state regarding the operation of the movable means is changed, the state regarding the effect is maintained.
[0095] Further, the pachinko gaming machine 10 of the present embodiment is configured such that the volume LV and the vibration LV become initial values when the power is turned on regardless of whether the RWM clear switch 45 is operated. And when the power is turned on, the vibration LV is not fixed with respect to the volume LV.
[0096] An example of the display mode of information (image) related to the volume adjustment function and the vibration adjustment function will be described. As shown in FIG. 6, during the period when the volume LV can be adjusted and the period when the vibration LV can be adjusted, on the effect display device EH, by operating using the second button BT2, it is possible to adjust the volume LV and the vibration LV. An adjustment image CG, a volume image OG that can identify the current volume LV, and a vibration image SG that can identify the current vibration LV are displayed. That is, the adjustment image CG, the volume image OG, and the vibration image SG are displayed during the standby state when the jackpot game is not being executed and the special game is not being executed, during the period when the special game is being executed, and during the jackpot game.
[0097] The adjustment image CG includes the character string "Change the volume LV with the left and right buttons". That is, the adjustment image CG includes information that can identify that the volume LV can be changed by operating the left button LBT and the right button RBT. The adjustment image CG includes the character string "Change the vibration LV with the up and down buttons". That is, the adjustment image CG includes information that can identify that the vibration LV can be changed by operating the up button UBT and the down button DBT. The volume image OG includes information that can identify the numerical value indicating the current volume LV. The vibration image SG includes information that can identify the numerical value indicating the current vibration LV.
[0098] The control contents related to the volume adjustment function and the vibration adjustment function will be described. When starting up upon power-on, the CPU 51 stores, in the adjustment range flag of the RWM 53, information that can identify the set adjustment range among three adjustment ranges based on the setting signal from the adjustment switch 54 input during startup processing. The CPU 51 can identify the current adjustment range being set by referring to the value of the adjustment range flag.
[0099] The CPU 51 controls the effect display device EH to display the adjustment image CG regardless of whether the standby flag is stored in the RWM 53 or not. Further, the CPU 51 controls the effect display device EH to display the volume image OG and the vibration image SG based on the volume LV and the vibration LV stored in the RWM 53.
[0100] The CPU 51 determines whether an operation signal is input from the second button BT2 regardless of whether the standby flag is stored in the RWM 53 or not. When the CPU 51 receives an operation signal from the right button RBT, if the current volume LV has not reached the upper limit of the adjustment range, the CPU 51 changes the volume LV to the next higher volume LV. Further, when the CPU 51 receives an operation signal from the right button RBT and the vibration adjustment flag in the RWM 53 does not store information (hereinafter referred to as vibration adjustment after information) indicating that the upper button UBT or the lower button DBT has been operated after the operation, the CPU 51 changes the vibration LV to the vibration LV corresponding to the changed volume LV. On the other hand, when the CPU 51 receives an operation signal from the right button RBT and the vibration adjustment after information is stored in the vibration adjustment flag, the CPU 51 does not change the vibration LV. The vibration adjustment after information is stored in the RWM 53 when the upper button UBT or the lower button DBT is operated after the power supply to the pachinko game machine 10 is started. That is, the vibration adjustment after information is information that can identify that the upper button UBT or the lower button DBT has been operated after the power supply to the pachinko game machine 10 is started. The vibration adjustment after information is stored in the vibration adjustment flag of the RWM 53.
[0101] On the one hand, when the CPU 51 receives an operation signal from the right button RBT, if the current volume LV has reached the upper limit of the adjustment range, the volume LV and the vibration LV are not changed. When the CPU 51 receives an operation signal from the left button LBT, if the current volume LV has not reached the lower limit (volume LV1) of the adjustment range, the CPU 51 changes the volume LV to the next lower volume LV. Further, when the CPU 51 receives an operation signal from the left button LBT and the vibration adjustment flag does not store the post-adjustment information, the CPU 51 changes the vibration LV to the vibration LV corresponding to the changed volume LV. On the other hand, when the CPU 51 receives an operation signal from the left button LBT and the vibration adjustment flag is stored, the CPU 51 does not change the vibration LV.
[0102] On the one hand, when the CPU 51 receives an operation signal from the left button LBT, if the current volume LV has reached the lower limit of the adjustment range, the volume LV and the vibration LV are not changed. When the CPU 51 receives an operation signal from the upper button UBT, if the current vibration LV has not reached the upper limit of the adjustment range, the CPU 51 changes the vibration LV to the next higher vibration LV without changing the volume LV. On the other hand, when the CPU 51 receives an operation signal from the upper button UBT and the current vibration LV has reached the upper limit of the adjustment range, the CPU 51 does not change the vibration LV. Further, when the CPU 51 receives an operation signal from the upper button UBT, the CPU 51 stores the post-adjustment information in the vibration adjustment flag.
[0103] When the CPU 51 receives an operation signal from the lower button DBT, if the current vibration LV has not reached the lower limit (vibration LV1) of the adjustment range, the CPU 51 changes the vibration LV to the next lower vibration LV without changing the volume LV. On the other hand, when the CPU 51 receives an operation signal from the lower button DBT and the current vibration LV has reached the lower limit of the adjustment range, the CPU 51 does not change the vibration LV. Further, when the CPU 51 receives an operation signal from the lower button DBT, the CPU 51 stores the post-adjustment information in the vibration adjustment flag.
[0104] When the CPU 51 receives a startup command (initialization command or power - on restoration command), during startup processing, it sets initial values (volume LV1, vibration LV1) for the volume LV and vibration LV of the RWM 53. The initial values of the volume LV and vibration LV are stored in the ROM 52. Further, when a startup command is input, if vibration adjustment information is stored in the vibration adjustment flag of the RWM 53, the CPU 51 erases the vibration adjustment information after adjustment.
[0105] The CPU 51 identifies the current volume based on the volume LV stored in the RWM 53 and executes various voice effects according to the identified current volume. The CPU 51 identifies the current vibration intensity based on the vibration LV stored in the RWM 53 and executes various vibration effects according to the identified current vibration intensity.
[0106] Next, the vibration effects executed in the pachinko machine 10 will be described. The vibration effect is an effect that can be executed during the execution of a variable game. When the vibration of the vibration motor MT is transmitted to the first button BT1, the first button BT1 is vibrated in a predetermined effect pattern. The vibration effects include a predictive vibration effect, a press vibration effect, and a post - return vibration effect.
[0107] The predictive vibration effect is a vibration effect executed as a predictive effect. The predictive effect is a variable game (special game) that has not yet started and is stored as a hold memory, and is an effect that suggests the possibility of a big win. The predictive vibration effect is an effect that can be executed for the first special game. When the first special game is stored, if there is a first special game that will be executed before the stored first special game and the execution of the predictive vibration effect has not been determined, the predictive vibration effect can be executed before the stored first special game starts. The predictive vibration effect is determined whether to be executed by lottery using a predetermined random number when there is a first special game that will be executed before the stored first special game and the execution of the predictive vibration effect has not been determined, triggered by the storage of the first special game.
[0108] When the execution of the pre-reading vibration effect is determined, when the variable game that triggers the execution of the pre-reading vibration effect is specified as a specific variable game (hereinafter referred to as target variation), it is executed during the execution of the variable game that is executed before the target variation starts. The pre-reading vibration effect is an effect that suggests the possibility of a big win in the target variation. The pre-reading vibration effect is executed at a predetermined timing during the execution of the variable game. The predetermined timing at which the pre-reading vibration effect is executed during the execution of the variable game is the same timing as the timing when the variable game starts. At this time, the pre-reading vibration effect is executed without requiring an operation of the first button BT1. The fact that it becomes the predetermined timing at which the vibration effect is executed during the execution of the variable game is an example of the first execution condition of the vibration effect. The pre-reading vibration effect is executed regardless of whether a reach effect is executed in the variable game that is executed before the target variation starts. The period during which the pre-reading vibration effect is executed is a predetermined period before the reach effect starts when the reach effect is executed during the execution of the variable game.
[0109] When there are a plurality of variable games that are executed before the target variation starts, the pre-reading vibration effect is executed every time the plurality of variable games are executed. For example, when a game ball enters the first start port 12 when the first special hold number is "3" and it is determined to execute the pre-reading vibration effect triggered by the new storage of the first special game, the pre-reading vibration effect will be executed every time the three variable games until the target variation starts are executed. In the pachinko gaming machine 10, it is configured such that the expected degree of a big win in the target variation is higher when the pre-reading vibration effect is executed than when the pre-reading vibration effect is not executed.
[0110] The press vibration effect is an effect that suggests the possibility of a jackpot in a variable game in which an NR effect is being executed. The press vibration effect is an effect that can be executed when the first button BT1 is operated during a predetermined valid operation period during execution of an NR effect. Whether or not the press vibration effect can be executed when the first button BT1 is operated during the valid operation period is determined by a lottery using a predetermined random number triggered by the start of a variable game in which an NR effect is being executed. If it is determined that the press vibration effect can be executed during the valid operation period, the press vibration effect is executed when the first button BT1 is operated during the valid operation period. Operating the first button BT1 during the valid operation period when the press vibration effect can be executed is an example of a second execution condition for the vibration effect. In other words, in this embodiment, the first execution condition and the second execution condition for the vibration effect differ in whether or not the first button BT1 is operated when the execution condition is met. During the valid operation period, an operation prompting effect that encourages the player to operate the first button BT1 is executed.
[0111] Even if it has been determined that the press vibration effect can be executed during the valid operation period, if the first button BT1 is not operated during the valid operation period, the press vibration effect will not be executed.Furthermore, if it has not been determined that the press vibration effect can be executed during the valid operation period, the press vibration effect will not be executed even if the first button BT1 is operated during the valid operation period.
[0112] In this way, in the pachinko gaming machine 10, when the first button BT1 is operated during the valid operation period while the NR effect is being executed, the first button BT1 may vibrate to execute the press vibration effect, or the first button BT1 may not vibrate and the press vibration effect may not be executed. The pachinko gaming machine 10 is configured so that when the first button BT1 is operated during the valid operation period and the press vibration effect is executed, the likelihood of a jackpot is higher than when the press vibration effect is not executed.
[0113] Note that the pachinko gaming machine 10 is configured such that both the predictive vibration effect and the pressing vibration effect can be executed in one variable game. In one variable game, when both the predictive vibration effect and the pressing vibration effect are executed, the predictive vibration effect is executed before the NR effect is started according to the above-described execution timing, and the pressing vibration effect is executed during the execution of the NR effect.
[0114] The post - restart vibration effect is an effect that is executed at a predetermined timing during the execution of the target variation that starts after the power supply to the pachinko gaming machine 10 is cut off after the execution of the predictive vibration effect is determined and before the target variation starts, and then the power supply is restarted. The timing at which the post - restart vibration effect is executed is the timing when a predetermined time (for example, 3 seconds) has elapsed since the target variation started. Similar to the predictive vibration effect, the post - restart vibration effect is also executed without requiring an operation of the first button BT1 when a predetermined timing during the execution of the variable game is reached. In other words, similar to the predictive vibration effect, the post - restart vibration effect is executed when the first execution condition is satisfied.
[0115] In the pachinko gaming machine 10, even if one or more variable games are executed before the target variation starts after the power supply to the pachinko gaming machine 10 is cut off and then the power supply is restarted, the predictive vibration effect is not executed during the execution of the variable game. Thus, in the pachinko gaming machine 10, when the power supply to the pachinko gaming machine 10 is cut off after the execution of the predictive vibration effect is determined and before the target variation starts, and then the power supply is restarted, it is configured to execute the post - restart vibration effect.
[0116] As shown in Fig. 7, the performance patterns of the vibration performance include performance patterns of performance patterns EP1 to EP3. In the pachinko gaming machine 10, the vibration performance is executed based on any one of the performance patterns EP1, the performance pattern EP2, and the performance pattern EP3. Note that the intensity of the vibration when the vibration performance is executed based on each performance pattern is the intensity corresponding to the vibration LV set when the vibration performance is executed. The performance pattern EP1 is a performance pattern in which the first button BT1 vibrates continuously for the first time (for example, 1 second), and is a performance pattern when the predictive vibration performance is executed. The performance pattern EP2 is a performance pattern in which the first button BT1 vibrates continuously for the second time (for example, 3 seconds), and is a performance pattern when the pressing vibration performance is executed. The performance pattern EP3 is a performance pattern in which the first button BT1 vibrates continuously for the third time (for example, 5 seconds), and is a performance pattern when the post-return vibration performance is executed. The performance pattern EP1 is an example of the first performance pattern, and the performance patterns EP2 and EP3 different from the first performance pattern are examples of the second performance pattern.
[0117] Thus, in the performance pattern EP1, the performance pattern EP2, and the performance pattern EP3, the total time during which the first button BT1 vibrates in the vibration performance is different. That is, in the pachinko gaming machine 10, the total time during which the first button BT1 vibrates continuously in the vibration performance is different between the case where the predictive vibration performance is executed, the case where the pressing vibration performance is executed, and the case where the post-return vibration performance is executed. That is, it can be said that the modes of the vibration performance are different between the case where the predictive vibration performance is executed during the execution of the variable game before the start of the target variation, the case where the pressing vibration performance is executed during the execution of the variable game, and the case where the post-return vibration performance is executed during the execution of the target variation after the power supply to the pachinko gaming machine 10 is cut off and then the power supply is restarted.
[0118] The predictive vibration performance process performed by the CPU 51 to execute the predictive vibration performance will be described. The CPU 51 that controls the predictive vibration performance is an example of the predictive performance control means. The CPU 51 determines whether a prefetch command has been input. When a prefetch command has been input, the CPU 51 determines whether the first special reserved number identifiable from the prefetch command is 2 or more. When the first special reserved number identifiable from the prefetch command is 2 or more, the CPU 51 determines whether the set value of the execution flag indicating the execution state of the prefetch vibration effect stored in the RWM 53 is a value indicating that it is in execution or a value indicating that it is not in execution. In the present embodiment, when a prefetch command is input, if the execution of the prefetch vibration effect has already been determined or the prefetch vibration effect is already being executed, a new prefetch vibration effect is not executed. In the execution flag, the state of being in execution of the prefetch vibration effect includes a situation where the execution of the prefetch vibration effect has been determined and the first prefetch vibration effect has not been started. In the execution flag, the state of not being in execution of the prefetch vibration effect includes the situation where the execution of the prefetch vibration effect has not been determined.
[0119] When the set value of the execution flag is a value indicating that it is not in execution, the CPU 51 performs an execution determination as to whether to execute the prefetch vibration effect by lottery using a predetermined random number. At this time, the CPU 51 makes the execution determination of the prefetch vibration effect such that the expected degree of a big win of target variation is higher when the prefetch vibration effect is executed than when the prefetch vibration effect is not executed. In this case, the CPU 51 may make the execution determination such that the execution ratio of the prefetch vibration effect when a big win prefetch command is input is higher than the execution ratio of the prefetch vibration effect when a losing prefetch command is input, with respect to the entire execution ratio of the prefetch vibration effect. The entire execution ratio of the prefetch vibration effect is the execution ratio obtained by adding up the execution ratio of the prefetch vibration effect when a big win prefetch command is input and the execution ratio of the prefetch vibration effect when a losing prefetch command is input.
[0120] When it is determined to execute the pre-reading vibration effect, the CPU 51 sets a value indicating that the pre-reading vibration effect is being executed in the execution flag of the RWM 53. Also, the CPU 51 causes the RWM 53 to store, as remaining game number information that can identify the remaining number of games until the target variation starts, a first special reserved number that can be specified from the input pre-reading command. Note that when the CPU 51 stores the remaining game number information in the RWM 53, every time a variation start command is input, the remaining game number information is decremented by 1 and updated. Further, the CPU 51 refers to the updated remaining game number information and controls the vibration motor MT to execute the pre-reading vibration effect based on the effect pattern EP1 at a predetermined timing every time a variation start command is input until before the target variation starts (until the remaining game number information becomes 0). At this time, the CPU 51 controls the vibration motor MT to execute the pre-reading vibration effect according to the current vibration intensity specified from the vibration LV stored in the RWM 53. Also, the CPU 51 executes the pre-reading vibration effect regardless of whether the variation pattern that can be specified from the input variation start command is a jackpot variation pattern, a near-miss reach variation pattern, or a miss variation pattern until the remaining game number information becomes 0.
[0121] Note that when the first special reserved number that can be specified from the pre-reading command input before determining to execute the pre-reading vibration effect is 2, the CPU 51 executes the pre-reading vibration effect during the execution of one variation game executed before the target variation starts. On the other hand, when the first special reserved number that can be specified from the pre-reading command input before determining to execute the pre-reading vibration effect is 3 or more, the CPU 51 executes the pre-reading vibration effect during the execution of a plurality of variation games executed before the target variation starts (every time a plurality of variation games are executed).
[0122] When the updated remaining game number information becomes 0, the CPU 51 sets a value indicating that the pre-reading vibration effect is not being executed in the execution flag of the RWM 53. After that, the CPU 51 ends the pre-reading vibration effect process.
[0123] The pressing vibration effect process performed by the CPU 51 to execute the pressing vibration effect will be described. The CPU 51 determines whether a variation start command has been input. If a variation start command has been input, the CPU 51 identifies a variation pattern from the variation start command, and determines whether the identified variation pattern is a variation pattern in which the NR effect is performed (including a variation pattern in which the SR effect is performed after the NR effect). If it is a variation pattern in which the NR effect is performed, the CPU 51 performs an executable determination as to whether to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period by lottery using a predetermined random number. The CPU 51 makes the executable determination of the pressing vibration effect such that the jackpot expectation level is higher when the pressing vibration effect is executable than when it is not executable. In this case, the CPU 51 may make the executable determination such that the ratio of making the pressing vibration effect executable when identifying the jackpot variation pattern to the total ratio of making the executable determination of the pressing vibration effect is higher than the ratio of making the pressing vibration effect executable when identifying the losing reach variation pattern. The total ratio of making the executable determination of the pressing vibration effect is the sum of the ratio of making the pressing vibration effect executable when identifying the jackpot variation pattern and the ratio of making the pressing vibration effect executable when identifying the losing reach variation pattern. Note that the CPU 51 makes the executable determination of the pressing vibration effect regardless of whether the set value of the execution flag indicating the execution state of the pre-reading vibration effect stored in the RWM 53 is a value indicating that it is in execution or a value indicating that it is not in execution.
[0124] When it is determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period and also when it is not determined, the CPU 51 sets the operation valid period of the pressing vibration effect at a predetermined timing during the execution of the NR effect. Further, the CPU 51 controls the effect device group DE to execute an operation promotion effect that prompts the operation of the first button BT1 during the operation valid period. When executing the operation promotion effect, the CPU 51 controls the effect display device EH so that an image prompting the operation of the first button BT1 is displayed. The operation valid period of the pressing vibration effect is the period during which the operation of the first button BT1 is reflected in the pressing vibration effect.
[0125] When starting the operation promotion effect, the CPU 51 sets a value indicating the upper limit time of the operation valid period in the operation valid timer of the RWM 53 and starts subtracting the value of the operation valid timer. That is, in this embodiment, the period during which the value of the operation valid timer of the RWM 53 is subtracted is the operation valid period. When an operation signal is input from the first button BT1 during the operation valid period, the CPU 51 terminates the operation promotion effect, erases the value set in the operation valid timer of the RWM 53, and ends the operation valid period. In this embodiment, erasing the value set in the timer means setting the value of the timer to 0 (zero).
[0126] When it is determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period, the CPU 51 controls the vibration motor MT to execute the pressing vibration effect based on the effect pattern EP2 when an operation signal from the first button BT1 is input during the operation valid period. At this time, the CPU 51 controls the vibration motor MT to execute the pressing vibration effect according to the intensity of the current vibration specified from the vibration LV stored in the RWM 53. Note that even when it is determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period, if the operation signal from the first button BT1 is not input during the operation valid period, the pressing vibration effect is not executed. Also, when it is not determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period, even if an operation signal from the first button BT1 is input during the operation valid period, the pressing vibration effect is not executed. Then, the CPU 51 ends the pressing vibration effect process.
[0127] The post - restoration vibration effect process performed by the CPU 51 to execute the post - restoration vibration effect will be described. The CPU 51 determines whether a power - on command is input. When a power - on command is input, the CPU 51 determines whether the set value of the execution flag indicating the execution state of the pre - read vibration effect stored in the RWM 53 is a value indicating that it is in execution or a value indicating that it is not in execution. As described above, since the execution flag is included in the sub - backup information, the CPU 51 can specify the execution state of the pre - read vibration effect when the power supply was cut off before the power - on command was input by referring to the set value of the execution flag when the power - on command is input.
[0128] When the set value of the execution flag indicates that it is in the execution state, the CPU 51 determines to execute the post - return vibration effect and stores in the RWM 53 the post - return vibration effect information that can identify that it has been determined to execute the post - return vibration effect. Then, every time the CPU 51 inputs a variation start command, it decrements and updates the remaining game count information stored in the RWM 53 by 1. Note that the CPU 51 does not execute the pre - read vibration effect during the period from when the power - on command is input until just before the target variation starts. Specifically, after the CPU 51 inputs a variation start command, it determines whether the RWM 53 stores the post - return vibration effect information. If the RWM 53 stores the post - return vibration effect information and the remaining game count information is not 0, the CPU 51 does not execute the pre - read vibration effect during the execution of the variation game for which the variation start command was input.
[0129] When the remaining game count information becomes 0, the CPU 51 determines whether the RWM 53 stores the post - return vibration effect information. If the post - return vibration effect information is stored, the CPU 51 deletes the post - return vibration effect information and controls the vibration motor MT to execute the post - return vibration effect based on the effect pattern EP3 at the timing when a predetermined time (for example, 3 seconds) has elapsed since the target variation started. At this time, the CPU 51 controls the vibration motor MT to execute the post - return vibration effect according to the current vibration intensity specified from the vibration LV stored in the RWM 53. Further, when the remaining game count information becomes 0, the CPU 51 sets in the execution flag of the RWM 53 a value indicating that the pre - read vibration effect is not being executed. Then, the CPU 51 ends the post - return vibration effect process.
[0130] A specific example of the execution mode of the pre - read vibration effect will be described. As shown in FIG. 8, for example, when it is determined to execute the pre - read vibration effect triggered by the newly stored first special game in a situation where the first special reservation count is 3, the pre - read vibration effect is executed in the three variation games that are executed before the target variation starts.
[0131] FIG. 8(a) shows an example in which the execution of the predictive vibration effect is determined in a state where the volume is LV1 and the vibration is LV1. In this case, at time point T01 when the variation game three times before the target variation starts, the first predictive vibration effect starts. At this time, the predictive vibration effect is executed based on the effect pattern EP1 according to the intensity of the vibration specified from the vibration LV1. Specifically, the predictive vibration effect is executed in the period from time point T01 to time point T02 until 1 second has elapsed since the variation game started.
[0132] After that, the second predictive vibration effect is executed in the period from time point T03 to time point T04 during the execution of the variation game two times before the target variation, and the third predictive vibration effect is executed in the period from time point T05 to time point T06 during the execution of the variation game one time before the target variation. The second predictive vibration effect and the third predictive vibration effect are executed based on the effect pattern EP1 according to the intensity of the vibration specified from the vibration LV1, similar to the first predictive vibration effect. After that, the target variation (specific variation game) is executed in the period from time point T07 to time point T08. Note that since the volume LV is not changed during the period from when the variation game three times before the target variation starts until the target variation ends, during this period, the voice effect is executed according to the volume specified from the volume LV1.
[0133] FIG. 8(b) shows an example in which the execution of the predictive vibration effect is determined in a state where the volume is LV1 and the vibration is LV1, and when the right button RBT is operated after the predictive vibration effect is executed during the execution of the variation game three times before the target variation, the volume LV is adjusted and the vibration LV is changed in conjunction with the adjustment of the volume LV. In this case, at time point T11 when the variation game three times before the target variation starts, the first predictive vibration effect starts. At this time, the predictive vibration effect is executed based on the effect pattern EP1 according to the intensity of the vibration specified from the vibration LV1. Specifically, the predictive vibration effect is executed in the period from time point T11 to time point T12 until 1 second has elapsed since the variation game started.
[0134] When the right button RBT is operated at time point T13 after the first predictive vibration effect during the execution of the variation game three times before the target variation ends, the volume LV is changed from volume LV1 to volume LV2. When the volume LV is changed, a voice effect is executed according to the volume specified from the changed volume LV from the timing when the volume LV is changed. When the volume LV is changed, the vibration LV is also changed to the vibration LV corresponding to the changed volume LV. That is, at time point T13, the vibration LV is changed from vibration LV1 to vibration LV2. Then, at time point T14 when the variation game two times before the target variation starts, a predictive vibration effect is executed based on the effect pattern EP1 according to the intensity of the vibration specified from vibration LV2. Further, during the period from time point T16 to time point T17 during the execution of the variation game once before the target variation, a third predictive vibration effect is executed in the same manner as the second predictive vibration effect. Then, during the period from time point T18 to time point T19, a target variation (specific variation game) is executed.
[0135] Thus, when the execution of the predictive vibration effect is determined, during the execution of the variation game that is executed after the execution of the predictive vibration effect is determined and before the target variation starts, a voice effect is executed according to the volume specified from the current volume LV, and a predictive vibration effect is executed according to the intensity of the vibration specified from the current vibration LV.
[0136] A specific example of the execution mode of the pressing vibration effect will be described. As shown in FIG. 9, the pressing vibration effect is an effect executed when the first button BT1 is operated during the execution of the NR effect.
[0137] FIG. 9(a) shows an example when a pressing vibration effect is executed in a state of volume LV1 and vibration LV1. In this case, at time point T31, a variable game in which an NR effect is executed is started. During the execution of the variable game, a voice effect is executed according to the volume specified from volume LV1. Then, at time point T32, the NR effect is started. During the execution of the NR effect, an operation valid period of the first button BT1 is set, and when the first button BT1 is operated at time point T33 during the operation valid period, the pressing vibration effect is started. At this time, the pressing vibration effect is executed based on the effect pattern EP2 according to the intensity of the vibration specified from vibration LV1. Specifically, the pressing vibration effect is executed during the period from time point T33 to time point T34 until 3 seconds have elapsed since the first button BT1 was operated.
[0138] FIG. 9(b) shows an example when a variable game in which a pressing vibration effect is executed is started in a state of volume LV3 and vibration LV3, and when the left button LBT is operated before the pressing vibration effect is executed, the volume LV is adjusted and the vibration LV is changed in conjunction with the adjustment of the volume LV.
[0139] In this case, at time point T41, a variable game in which an NR effect is executed is started. At this time, a voice effect is executed according to the volume specified from volume LV3. Then, when the left button LBT is operated at time point T42 before the pressing vibration effect is executed, the volume LV is changed from volume LV3 to volume LV2. When the volume LV is changed, a voice effect is executed according to the volume specified from the changed volume LV from the timing when the volume LV was changed. When the volume LV is changed, the vibration LV is also changed to the vibration LV corresponding to the changed volume LV. That is, at time point T42, the vibration LV is changed from vibration LV3 to vibration LV2. Then, at time point T43, the NR effect is started, and when the first button BT1 is operated at time point T44 during the execution of the NR effect, the pressing vibration effect is executed during the period from time point T44 to time point T45. At this time, the pressing vibration effect is executed based on the effect pattern EP2 according to the intensity of the vibration specified from vibration LV2.
[0140] Thus, during the execution of the variable game in which the pressing vibration effect is executed, a voice effect is executed according to the volume specified from the current volume LV, and when the first button BT1 is operated during the operation valid period during the execution of the NR effect, the pressing vibration effect is executed according to the intensity of the vibration specified from the current vibration LV.
[0141] Also, as in the example shown in FIGS. 8(b) and 9(b), in the pachinko gaming machine 10, after the power supply is started, when the state related to the effect changes during the execution of the variable game in a situation where the upper button UBT and the lower button DBT are not operated, the state related to the vibration also changes. Specifically, when the volume LV is changed during the execution of the variable game, from the timing when the volume LV is changed, a voice effect is executed according to the volume specified from the changed volume LV. Further, when the power supply is started and the upper button UBT and the lower button DBT are not operated, when the volume LV is changed during the execution of the variable game, the vibration LV becomes the vibration LV corresponding to the changed volume LV from the timing when the volume LV is changed. Then, after the volume LV is changed, from the first time the vibration effect is executed, a vibration effect according to the intensity of the vibration specified from the changed vibration LV is executed. In the present embodiment, even when the vibration LV is changed without changing the volume LV during the execution of the variable game, after the vibration LV is changed, from the first time the vibration effect is executed, a vibration effect according to the intensity of the vibration specified from the changed vibration LV is executed.
[0142] A specific example of the execution mode of the post-return vibration effect will be described. As shown in FIG. 10, for example, when the execution of the preview vibration effect is determined on the occasion of newly storing the first special game in a situation where the first special reserved number is 3, and the power supply to the pachinko gaming machine 10 is cut off during the execution of the variable game three times before the target variation, and then the power supply is restarted, the post-return vibration effect is executed during the execution of the target variation.
[0143] FIG. 10 shows an example in which, when it is determined to execute the predictive vibration effect in a state where the volume is LV3 and the vibration is LV3, the power supply to the pachinko gaming machine 10 is cut off during the execution of the variation game three times before the target variation, and then the power supply is resumed. In this case, at time point T51, the variation game three times before the target variation starts, and a voice effect is executed according to the volume specified from voice LV3. According to the intensity of the vibration specified from vibration LV3, the predictive vibration effect is executed based on the effect pattern EP1. At time point T53 after the completion of the predictive vibration effect, the power supply to the pachinko gaming machine 10 is cut off, and the power supply is resumed at time point T54. At this time, the volume LV and the vibration LV stored in the RWM53 become the initial values (volume LV1, vibration LV1). Therefore, from the timing of time point T54 when the power supply is resumed, a voice effect is executed according to the volume specified from volume LV1.
[0144] Thereafter, at time point T55, the variation game two times before the target variation starts. At this time, the predictive vibration effect is not executed during the execution of the variation game. Further, the predictive vibration effect is not executed even during the execution of the variation game one time before the target variation that starts at time point T56. Thereafter, the target variation starts at time point T57. During the execution of the target variation, at time point T58 when a predetermined time (for example, 3 seconds) has elapsed since the start of the target variation, the post-return vibration effect starts. The post-return vibration effect is executed based on the effect pattern EP3 according to the intensity of the vibration specified from vibration LV1. The post-return vibration effect is executed during the period from time point T58 to time point T59 until 5 seconds have elapsed since the start of the post-return vibration effect.
[0145] In this way, after it is determined that the predictive vibration effect is to be executed, the power supply to the pachinko gaming machine 10 is cut off. After the power supply is then resumed, the predictive vibration effect is not executed before the target variation is started, and the post-return vibration effect can be executed during the execution of the target variation. Note that if a plurality of variation games are executed after it is determined that the predictive vibration effect is to be executed and before the target variation is started, no matter which of the plurality of variation games the predictive vibration effect is to be executed before, after the power supply to the pachinko gaming machine 10 is cut off and then the power supply is resumed, the predictive vibration effect is not executed.
[0146] Also, the timing at which the predictive vibration effect is executed during the execution of the variation game before the target variation is started and the timing at which the post-return vibration effect is executed during the execution of the target variation are timings at which the elapsed time since the start of the variation game in which the vibration effect is executed is different.
[0147] The effects of this embodiment will be described. (1) There are states of volume LV1 to volume LV10 in which the performance modes of the voice effect are different. When changing from the state of volume LV1 to a state different from volume LV1, it is possible to change the state regarding the operation of the movable means to any vibration LV state corresponding to the changed volume LV. That is, when the performance mode of the voice effect becomes different, the state regarding the operation of the movable means can also be changed. Therefore, the vibration effect can be suitably executed according to the performance mode of the voice effect, and the interest in the game can be improved.
[0148] (2) For example, when the intensity at which the first button BT1 vibrates in the vibration effect is set regardless of the volume magnitude, there is a possibility that it becomes difficult for the player to hear the voice effect due to the vibration sound of the first button BT1. In contrast, in accordance with the change in the volume LV, the intensity at which the first button BT1 vibrates in the vibration effect can be changed to the intensity corresponding to the changed volume LV. Therefore, the vibration effect can be executed at a suitable intensity according to the volume LV.
[0149] (3) By operating the upper button UBT and the lower button DBT, the vibration LV can be adjusted. Further, after the adjustment of the vibration LV, even if the volume LV is adjusted, the vibration LV is maintained. Therefore, for players who want to enjoy the vibration effect with a vibration LV that suits their preferences regardless of the volume LV, they can adjust the vibration LV according to their preferences by operating the upper button UBT and the lower button DBT, and can adjust the volume LV while maintaining the vibration LV that suits their preferences. Also, even when the vibration LV is adjusted, the volume LV is maintained. Therefore, for players who want to enjoy the sound effect with a volume LV that suits their preferences regardless of the vibration LV, after operating the upper button UBT and the lower button DBT, they can adjust the volume LV according to their preferences by operating the right button RBT and the left button LBT, and can adjust the vibration LV while maintaining the volume LV that suits their preferences.
[0150] (4) According to each set vibration LV, a vibration effect based on the effect patterns EP1 - EP3 is executed. Therefore, according to each set vibration LV, the difference in the effect patterns of the vibration effect can be enjoyed.
[0151] (5) The total time for which the first button BT1 vibrates is different depending on the effect pattern of the vibration effect. Therefore, when the vibration effect is executed based on different effect patterns, the difference in the total time for which the first button BT1 vibrates can be enjoyed.
[0152] (6) Regardless of whether the volume LV is in any of the states of volume LV1 - volume LV10, the vibration effect executed based on the effect patterns EP1 - EP3 in each set state can be enjoyed. Therefore, regardless of the set volume LV, diversity can be given to the effect patterns of the vibration effect.
[0153] (7) In some cases, a vibration effect may be executed when the first button BT1 is operated. Therefore, the player's motivation to operate the first button BT1 can be improved. Furthermore, the difference in the mode of the vibration effect executed between the case where the vibration effect is executed when the first button BT1 is operated and the case where the vibration effect is executed when a predetermined timing is reached during the execution of the variable game without the need to operate the first button BT1 can be enjoyed. Specifically, the difference in the total time that the first button BT1 vibrates can be enjoyed between the case where the vibration effect is executed when the first button BT1 is operated and the case where the vibration effect is executed when a predetermined timing is reached during the execution of the variable game.
[0154] (8) Regardless of the volume LV being in any state among volume LV1 to volume LV10, there are cases where a vibration effect is executed when a predetermined timing is reached during the execution of the variable game without the need to operate the first button BT1, and cases where the vibration effect is executed when the first button BT1 is operated. Therefore, regardless of the set volume LV, diversity can be given to the timing when the vibration effect is executed.
[0155] (9) When the execution of the preview vibration effect is determined, the preview vibration effect is executed during the execution of one or more variable games that are executed before the target variation that triggers the execution of the preview vibration effect starts. On the other hand, after the execution of the preview vibration effect is determined, if the power supply to the pachinko machine 10 is cut off and then restarted, the preview vibration effect is not executed during the execution of the variable game that is executed before the target variation starts, and the return vibration effect is executed during the execution of the target variation. Therefore, when the power supply to the gaming machine is cut off after the execution of the preview vibration effect is determined and before the vibration effect is executed, and when it is not cut off, different images of the variable game in which the vibration effect is executed can be given to the player, and the player can enjoy the difference.
[0156] (10)It is possible to recognize whether the vibration effect to be executed is a predictive vibration effect or a post-return vibration effect based on the elapsed time from when the variable game starts until the timing when the vibration effect is executed. Therefore, compared to the case where the elapsed time from when the variable game starts until the vibration effect is executed is uniform, it is possible to suppress the situation where the predictive vibration effect and the post-return vibration effect are misrecognized as being the same. And it is possible to enjoy the difference in the timing when the vibration effect is executed after the start of the variable game between the predictive vibration effect and the post-return vibration effect.
[0157] (11)It is possible to recognize whether the vibration effect to be executed is a predictive vibration effect or a post-return vibration effect based on the total time that the first button BT1 vibrates in the vibration effect. That is, it is possible to recognize whether the vibration effect to be executed is a predictive vibration effect or a post-return vibration effect based on the mode of the vibration effect. Therefore, compared to the case where the mode of the vibration effect is uniform, it is possible to suppress the situation where the predictive vibration effect and the post-return vibration effect are misrecognized as being the same. And it is possible to enjoy the difference in the mode of the vibration effect between the predictive vibration effect and the post-return vibration effect.
[0158] (12)By operating the adjustment switch 54, it is possible to set the range within which the volume of the sound output from the speaker SP and the intensity of the vibration of the vibration motor MT can be changed by operating the second button BT2 by the manager of the game arcade or the like. Therefore, according to the intention of the manager of the game arcade, the adjustment ranges of the volume LV and the vibration LV can be suitably set.
[0159] (13) During the period when the volume LV can be adjusted and the period when the vibration LV can be adjusted, the adjustment image CG is displayed on the effect display device EH. The adjustment image CG includes information that enables identification that the volume LV can be changed by operating the left button LBT and the right button RBT, and information that enables identification that the vibration LV can be changed by operating the up button UBT and the down button DBT. Therefore, during the period when the volume LV can be adjusted and the period when the vibration LV can be adjusted, it is possible to make the player recognize that the volume LV and the vibration LV can be adjusted and the operation method therefor.
[0160] (14) During the period when the volume LV can be adjusted and the period when the vibration LV can be adjusted, the volume image OG and the vibration image SG are displayed on the effect display device EH. The volume image OG includes information that enables identification of the numerical value indicating the current volume LV, and the vibration image SG includes information that enables identification of the numerical value indicating the current vibration LV. For this reason, while grasping the current volume LV and vibration LV, it is possible to adjust the volume LV and the vibration LV. Therefore, compared with the case where the volume image OG and the vibration image SG are not displayed, it is possible to make it easier to adjust the volume LV and the vibration LV.
[0161] The above-described embodiments can be implemented with the following modifications. Note that each of the above-described embodiments and the following modification examples can be implemented in combination with each other within a range where there is no technical contradiction.
[0162] ·In the pachinko gaming machine 10, the operating means and the movable means do not necessarily have to be combined. In this case, the pachinko gaming machine 10 may be provided with movable means capable of executing a movable effect separately from the first button BT1. In this modification example, when the pressing vibration effect is executed, upon the operation of the first button BT1, the movable means other than the first button BT1 may be configured to vibrate. Note that also in this modification example, the pre-reading vibration effect and the post-return vibration effect are executed when a predetermined timing during the execution of the variable game is reached without requiring the operation of the first button BT1. That is, the movable effect executed by the movable means other than the first button BT1 may be executed when a predetermined timing during the execution of the variable game is reached, or may be executed upon the operation of the first button BT1. And, when the movable effect is executed by another movable means when a predetermined timing during the execution of the variable game is reached, and when the movable effect is executed by another movable means upon the operation of the first button BT1, the modes of the movable effects will be different.
[0163] ·In the above embodiment, in the first button BT1 that performs the vibration effect, the portion where the pressing operation is performed sways between the first position and the second position over time. When the movable means moves back and forth between predetermined positions, it can be said that the means is vibrating.
[0164] ·The movable effect is not limited to the vibration effect, and may be an effect by an operation different from vibration. ·The first operating state and the second operating state may be states in which the intensities of the vibrations generated along with the movable effect are different from each other when the movable means performs the movable effect.
[0165] · The pachinko gaming machine 10 may be provided with movable means capable of executing a movable effect in addition to the first button BT1. That is, the pachinko gaming machine 10 may be provided with first movable means and second movable means as movable means capable of executing a movable effect. In this case, the first movable means and the second movable means may execute a movable effect (vibration effect) according to the currently set vibration LV.
[0166] Further, the vibration LV when the vibration effect is executed by the first movable means and the second movable means may be adjusted individually. Even in such a case, when the volume LV is changed, both the vibration LV when the first movable means executes the vibration effect and the vibration LV when the second movable effect means executes the vibration effect can be changed to the vibration LV corresponding to the changed volume LV.
[0167] · The stages at which the volume LV can be adjusted may be 2 or more and less than 10, or may be 11 or more. Similarly, the stages at which the vibration LV can be adjusted may be 2 or more and less than 7, or may be 8 or more.
[0168] · The stages at which the volume LV can be adjusted and the stages at which the vibration LV can be adjusted may be the same number of stages. · The first effect state and the second effect state do not necessarily have different volume LVs as long as the effect modes of the voice effect are different. For example, the first effect state and the second effect state may be states in which the types of voices output are different from each other. Even in such a case, when the effect state is changed, the state regarding the operation of the movable means may be configured to be changed to a state corresponding to the changed effect state.
[0169] · Either one or both of the volume LV and the vibration LV may be reset to their initial values on an occasion different from when the pachinko gaming machine 10 is powered on. As an example, it may be reset to the initial value when it is controlled to enter the standby state, or it may be reset to the initial value when a predetermined time has elapsed after being controlled to enter the standby state. Also, it may be reset to the initial value when the number of times of being controlled to enter the standby state reaches a predetermined number of times. Furthermore, it may have an operation means capable of performing an operation to reset either one or both of the volume LV and the vibration LV to their initial values, and may be reset to the initial value when a predetermined operation is performed by the operation means.
[0170] · When the pachinko gaming machine 10 is powered on, the volume LV may be reset to the initial value when the initialization of the main backup information is performed, while it may not be reset to the initial value when the initialization of the main backup information is not performed. In this case, it is preferable that the volume LV of the RWM53 is included in the sub-backup information. Then, when the pachinko gaming machine 10 is powered on and the initialization of the main backup information is not performed, the volume LV may be set based on the backed-up volume LV.
[0171] · When the pachinko gaming machine 10 is powered on, the vibration LV may be reset to the initial value when the initialization of the main backup information is performed, while it may not be reset to the initial value when the initialization of the main backup information is not performed. In this case, it is preferable that the vibration LV of the RWM53 is included in the sub-backup information. Then, when the pachinko gaming machine 10 is powered on and the initialization of the main backup information is not performed, the vibration LV may be set based on the backed-up vibration LV. Also, in this modified example, the post-vibration adjustment information may also be included in the sub-backup information. Then, when the pachinko gaming machine 10 is powered on and the initialization of the main backup information is not performed and the post-vibration adjustment information is stored, the post-vibration adjustment information may not be erased.
[0172] · In the first operation state and the second operation state, the execution probability of the vibration effect as the state related to the operation of the movable means may be different from each other. For example, it may be configured such that the higher the vibration LV, the higher the execution probability of the vibration effect. That is, the second operation state may be a state with a higher execution probability of the movable effect (vibration effect) compared to the first operation state.
[0173] · When the volume LV is LV1, the voice effect may not be executed by not outputting voice from the speaker SP, and when the volume LV is different from LV1, the voice effect may be executed at a predetermined volume level. Similarly, when the vibration LV is LV1, the vibration effect may not be executed without the vibration motor MT vibrating, and when the vibration LV is different from LV1, the vibration effect may be executed at a predetermined intensity at which the vibration motor MT vibrates.
[0174] Conversely, when the volume LV is different from LV1, the voice effect may not be executed by not outputting voice from the speaker SP, and when the volume LV is LV1, the voice effect may be executed at a predetermined volume level. Similarly, when the vibration LV is different from LV1, the vibration effect may not be executed without the vibration motor MT vibrating, and when the vibration LV is LV1, the vibration effect may be executed at a predetermined intensity at which the vibration motor MT vibrates. That is, either one of the first effect state and the second effect state may be a state where no voice is output from the speaker SP, and either one of the first operation state and the second operation state may be a state where the vibration motor MT does not vibrate. Note that even in an effect state where no voice is output from the speaker SP, the state related to the operation of the movable means may be changeable between the first operation state and the second operation state.
[0175] · The light quantity LV as the light quantity value emitted by the decorative lamp LA may be configured to be adjustable over a predetermined stage. In this case, when the volume LV is adjusted, the light quantity LV may be changed in conjunction with the adjustment of the volume LV, or may be maintained without being linked to the adjustment of the volume LV. Also, when the vibration LV is adjusted, the light quantity LV may be changed in conjunction with the adjustment of the vibration LV, or may be maintained without being linked to the adjustment of the vibration LV.
[0176] · Among the periods during which the volume LV can be adjusted, there may be a period in which the vibration LV can be changed to a vibration LV corresponding to the changed volume LV when the volume LV is changed, and a period in which the vibration LV is maintained even when the volume LV is changed. As an example, during the period of executing a special game, when the volume LV is changed, the vibration LV may be changed to a vibration LV corresponding to the changed volume LV. On the other hand, during the standby state period and / or the jackpot game period, in either one or both of these periods, the vibration LV may be maintained even when the volume LV is changed. That is, during the period of executing a special game, when the state regarding the operation of the movable means is in the first operation state in the first effect state, when it becomes the second effect state different from the first effect state, it is preferable that the state regarding the operation of the movable means can be changed to the second operation state different from the first operation state. On the other hand, during the standby state period and / or the jackpot game period, in either one or both of these periods, when the state regarding the operation of the movable means is in the first operation state in the first effect state, even when it becomes the second effect state different from the first effect state, it is preferable that the first operation state is maintained.
[0177] · The pachinko gaming machine 10 may be configured such that the adjustment range of the volume of the sound output from the speaker SP and the intensity of the vibration of the vibration motor MT cannot be set. In this case, the pachinko gaming machine 10 may not be provided with the adjustment switch 54.
[0178] ·In addition to the pre-read vibration effect, the press vibration effect, and the post-return vibration effect, or instead of any of these vibration effects, a specific vibration effect may be executed. As an example, the specific vibration effect may be executed during a period when a special game is being executed or during a specific period during a jackpot game. The specific vibration effect may be executed according to the currently set vibration LV. Also, the specific vibration effect may be executed by vibrating the vibration motor MT at a predetermined constant intensity.
[0179] ·Among the period during which the volume LV can be adjusted and the period during which the vibration LV can be adjusted, there may be a period during which the adjustment image CG is not displayed on the effect display device EH in some periods. As an example, during the period when a special game is being executed and / or during the period when a jackpot game is being executed, the adjustment image CG may not be displayed during either one or both of these periods. Also, during a part of the period in the standby state, the adjustment image CG may not be displayed. The same applies to the volume image OG and the vibration image SG.
[0180] ·The volume image OG may be displayed for a predetermined time starting from when any one of the left button LBT and the right button RBT is operated. Similarly, the vibration image SG may be displayed for a predetermined time starting from when any one of the up button UBT, the down button DBT, the left button LBT, and the right button RBT is operated. Also, starting from when any one of the left button LBT and the right button RBT is operated, the volume image OG may be displayed while the vibration image SG is not displayed.
[0181] · The performance patterns EP1 to EP3 of the vibration performance are performance patterns in which the total vibration time of the first button BT1 in the vibration performance is different from each other. However, if the modes of the vibration performance are different from each other, the total vibration time of the first button BT1 in some or all of the performance patterns EP1 to EP3 may be the same as each other. As an example, the performance pattern EP1 is a performance pattern in which the first button BT1 vibrates continuously for 3 seconds in one vibration performance, while the performance pattern EP2 may be a performance pattern in which the first button BT1 vibrates for 1 second → stops for 0.5 seconds and repeats this operation 3 times in one vibration performance. As an example, the performance pattern EP3 may be a performance pattern in which the first button BT1 vibrates for 1 second → stops for 1 second → vibrates for 2 seconds in one vibration performance.
[0182] · The performance pattern EP1 is a performance pattern in which the total vibration time of the first button BT1 is, for example, 1 second. However, it may be a total time longer than 1 second or shorter than 1 second. That is, in the performance pattern EP1, the total vibration time of the first button BT1 may be any time. The same applies to the performance pattern EP2 and the performance pattern EP3.
[0183] · In some of the plurality of performance patterns among the performance patterns EP1 to EP3, the total vibration time of the first button BT1 in the vibration performance may be the same as each other. · The preview vibration performance may be a performance that suggests the possibility that the target variation becomes a big win or a small win (hereinafter, the big win and the small win are collectively referred to as a win). In this case, it is preferably configured such that the expected win probability of the target variation is higher when the preview vibration performance is executed than when the preview vibration performance is not executed.
[0184] · When it is determined to execute the pre-reading vibration effect, if there are multiple variable games that are executed before the target variation is started, the pre-reading vibration effect may be executed in some or all of the multiple variable games. As an example, if there are two variable games that are executed before the target variation is started, the pre-reading vibration effect may be executed in the variable game before the target variation for the first time, or the pre-reading vibration effect may be executed in the variable games before the target variation for the first time and the second time. In this case, the variable games in which the pre-reading vibration effect is executed may be determined by lottery using a predetermined random number. Also, it may be configured such that the higher the number of times the pre-reading vibration effect is executed before the target variation is started, the higher the expectation degree of winning the target variation.
[0185] · As the effect patterns for executing the pre-reading vibration effect, there may be multiple types of effect patterns. As an example, there may be a first pre-reading effect pattern and a second pre-reading effect pattern in which the modes of the vibration effects are different from each other. Also, as an example, it may be configured such that the expectation degree of winning the target variation is higher when the pre-reading vibration effect is executed based on the first pre-reading effect pattern than when the pre-reading vibration effect is executed based on the second pre-reading effect pattern.
[0186] · When it is determined to execute the pre-reading vibration effect, even during the execution of the target variation, the vibration effect may be executed in the same period and in the same mode as the pre-reading vibration effect. That is, the vibration effect may be executed based on the effect pattern EP1 over the first time period (for example, 1 second) after the target variation is started.
[0187] · When it is determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period, it may be configured such that the expectation degree of winning the variable game being executed is higher than when it is not determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period.
[0188] · The pressing vibration effect is an effect that is executed during the execution of the NR effect. However, it may be an effect that is executed during the period from the start of the variable game to before the start of the NR effect, or it may be an effect that is executed during the execution of the SR effect. When the pressing vibration effect is executed during the period from the start of the variable game to before the start of the NR effect, it is preferably executed during a period after the period in which the pre-reading vibration effect is executed and before the start of the NR effect. Also, the pressing vibration effect may be an effect that can be executed during the jackpot game. When the pressing vibration effect is an effect that can be executed during the jackpot game, it may be determined whether to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period by lottery using a predetermined random number. Also, the pressing vibration effect may always be executed when the first button BT1 is operated during the operation valid period in the jackpot game.
[0189] · When it is determined to execute the pressing vibration effect when the first button BT1 is operated during the operation valid period, the pressing vibration effect may be executed at the timing when the operation valid period ends even if the first button BT1 is not operated during the operation valid period. That is, the second execution condition of the vibration effect may be established in either case where the first button BT1 is operated during the operation valid period and where the first button BT1 is not operated during the operation valid period.
[0190] ·In addition to the second execution condition of the vibration effect, the first execution condition may also include the operation of the first button BT1. At least the second execution condition of the vibration effect only needs to include the operation of the first button BT1. In this case, for example, when establishing the execution conditions for the first execution condition and the second execution condition, the operation mode of the first button BT1 may be made different. That the operation mode of the first button BT1 is different means that, for example, one may be a single-press operation and the other may be a continuous-press operation to establish the execution condition. Also, when the execution condition is established by a continuous-press operation for both the first execution condition and the second execution condition, the upper limit number of times of the continuous-press operation for establishing the execution condition may be different between the first execution condition and the second execution condition.
[0191] ·The first execution condition and the second execution condition of the vibration effect may all be different conditions, or some may be different conditions. That some of the first execution condition and the second execution condition are different means that, for example, they are the same in terms of operating the first button BT1, but as described above, when establishing the execution condition, the operation mode of the first button BT1 may be different. Also, for example, they are the same in terms of operating the first button BT1, but on the premise that a lottery for executability is performed when the first button BT1 is operated, the probability of the vibration effect being executed when the first button BT1 is operated may be different.
[0192] The difference between the first and second execution conditions for the vibration effect may mean that the timing conditions for the execution conditions to be fulfilled are different. The difference in the timing conditions for the execution conditions to be fulfilled may mean, for example, that one execution condition can be fulfilled during the execution of a variable game, and the other execution condition can be fulfilled during a jackpot game. The difference in the timing conditions for the execution conditions to be fulfilled may mean, for example, that the first execution condition and the second execution condition fulfill the execution conditions in different game states, or that the execution conditions are fulfilled in different presentation modes. The difference in the timing conditions for the execution conditions to be fulfilled may mean, for example, that one execution condition can be fulfilled before the execution of a reach effect during the execution of a variable game, and the other execution condition can be fulfilled during the execution of a reach effect during the execution of a variable game.
[0193] The pachinko gaming machine 10 may have a so-called auto button function. Even when the auto button function is enabled, the first execution condition and the second execution condition are different conditions. For example, when the auto button function is enabled, even if the first button BT1 is not operated during the valid operation period, the first button BT1 is deemed to have been operated at a predetermined timing, and a press vibration effect is executed. Furthermore, even when the auto button function is enabled, if the first button BT1 is operated during the valid operation period, the press vibration effect is executed in response to the operation of the first button BT1. In this case, the second execution condition is a different condition from the first execution condition in that it is met whether or not the first button BT1 is operated during the valid operation period.
[0194] · As the performance pattern in which the pressing vibration performance is executed, there may be a plurality of types of performance patterns. As an example, there may be a first pressing performance pattern and a second pressing performance pattern in which the modes of the vibration performance are different from each other. Also, as an example, when the pressing vibration performance is executed based on the first pressing performance pattern, it may be configured such that the expected winning probability of the ongoing variable game is higher than when the pressing vibration performance is executed based on the second pressing performance pattern. Also, as described in the above modification example, when the pressing vibration performance is executed during the jackpot game, when the pressing vibration performance is executed based on the first pressing performance pattern, it may be configured such that the expected degree of shifting to a game state advantageous to the player after the end of the jackpot game is higher than when the pressing vibration performance is executed based on the second pressing performance pattern.
[0195] · When the power supply to the pachinko machine 10 is cut off during the execution of the pressing vibration performance and then the power supply is resumed, it may be configured such that the pressing vibration performance is not executed during the execution of the resumed variable game.
[0196] · The timing at which the post-return vibration performance is started during the execution of the target variation is not limited to the timing when 3 seconds have elapsed since the target variation was started. Any timing may be used as long as a predetermined time has elapsed since the target variation was started.
[0197] · As the performance pattern in which the post-return vibration performance is executed, there may be a plurality of types of performance patterns. As an example, there may be a first post-return performance pattern and a second post-return performance pattern in which the modes of the vibration performance are different from each other. Also, as an example, when the post-return vibration performance is executed based on the first post-return performance pattern, it may be configured such that the expected winning probability of the ongoing variable game is higher than when the post-return vibration performance is executed based on the second post-return performance pattern.
[0198] ·During the execution of target fluctuations and when the power supply to the pachinko machine 10 is cut off during the execution of the post-return vibration effect and then the power supply is resumed, it may be configured such that the post-return vibration effect is not executed during the execution of the resumed fluctuation game.
[0199] ·The RWM53 of the sub-board 50 may be configured not to be supplied with power from the backup power supply 62. That is, the stored content of the RWM53 may be configured not to be retained when the power supply to the pachinko machine 10 is cut off. In this case, for example, a specific fluctuation pattern in which the pre-reading vibration effect is executed is defined, and when the CPU 51 inputs a pre-reading command, if the fluctuation pattern specified from the pre-reading command is the specific fluctuation pattern, the pre-reading vibration effect may be executed. Furthermore, the CPU 41 may output a power-on restoration command to the CPU 51 in the power-on process and output information that can identify the number of special games held as main backup information to the CPU 51. When the CPU 51 inputs the power-on restoration command and information that can identify the number of special games held, until it inputs a fluctuation start command the same number of times as the number of holds specified from the information that can identify the number of special games held input, it may be determined whether a fluctuation start command that can identify a specific fluctuation pattern is input when a fluctuation start command is input. When the CPU 51 inputs a fluctuation start command that can identify a specific fluctuation pattern, it may cause the post-return vibration effect to be executed during the execution of the fluctuation game based on the specific fluctuation pattern.
[0200] ·The CPU 51 may control the vibration motor MT to perform an initial operation when a startup command is input. In this case, regardless of the volume LV when the CPU 51 inputs the startup command, the initial operation may be executed with a predetermined vibration LV among a plurality of types of vibration LVs. Also, during the execution of the initial operation of the vibration motor MT, even if the volume LV is adjusted, the vibration LV may not be changed in conjunction with the adjustment of the volume LV. That is, during the execution of the initial operation of the vibration motor MT, even if the state related to the effect is changed, the state related to the operation of the movable means may not be changed. Further, the CPU 51 may control the vibration motor MT to perform an initial operation when an initialization command is input, and may not perform an initial operation when a power restoration command is input.
[0201] ·When the volume LV is changed during the execution of the vibration effect, the ongoing vibration effect may be continued to be executed according to the vibration LV set when the vibration effect was started until the vibration effect ends. In this case, after the ongoing vibration effect ends, when the next vibration effect is executed, the vibration effect may be executed according to the vibration LV corresponding to the changed volume LV. For example, when the state related to the operation of the movable means is the first operation state in the first effect state, if it becomes a second effect state different from the first effect state during the execution of the movable effect, the movable effect corresponding to the second operation state may be executed when the next movable effect is executed.
[0202] ·When the volume LV is changed during the execution of the vibration effect, a vibration effect corresponding to the vibration LV corresponding to the changed volume LV may be executed from the timing when the volume LV was changed.
[0203] ·A light emission effect may be executed along with the execution of the vibration effect. In this case, the light emission effect may be configured to have different effect modes when the state related to vibration is the first operation state and when it is the second operation state.
[0204] · When the pachinko gaming machine 10 is started with initialization of the main backup information, an initialization notification capable of specifying that it has been started with initialization of the main backup information may be configured to be executed for a predetermined time.
[0205] · The pachinko gaming machine 10 may be configured to be able to detect a predetermined error, and when the predetermined error has occurred, an error notification is executed. As an example of the predetermined error, there are a magnetic error, an induction magnetic field detection error, a big winning opening illegal winning error, a disconnection error, a door opening error, and a payout error. The magnetic error is a state in which a magnetic field of a predetermined strength or more is detected by a magnetic sensor provided in the pachinko gaming machine 10 as part of anti-fraud measures. The induction magnetic field detection error is a state in which radio waves in a specific frequency band are detected by an induction magnetic field detection sensor (radio wave sensor) provided in the pachinko gaming machine 10 as part of anti-fraud measures. The big winning opening illegal winning error is a state in which an illegal ball entry into the big winning opening is detected. The disconnection error is a state in which an abnormality has occurred in the connection of switches on the board. The door opening error is a state in which the mounting frame 11b of the pachinko gaming machine 10 is opened. The payout error is a state in which an error related to payout has occurred on the payout control board side (not shown) provided in the pachinko gaming machine 10.
[0206] · In the above modification example, when one or both of the initialization notification and the error notification are being executed, the operation of the second button BT2 may not be reflected, and the volume LV and the vibration LV may be configured not to be changeable. That is, when one or both of the initialization notification and the error notification are being executed, the state related to the effect and the state related to the operation of the movable means may be configured not to be changed.
[0207] · The pachinko gaming machine 10 may be equipped with a function (so-called complete function) to stop the operation of the pachinko gaming machine 10 before a reference number (value) so that the balls ejected from the pachinko gaming machine 10 do not exceed the reference number. And during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function, the operation of the second button BT2 may not be reflected, and the volume LV and the vibration LV may be configured not to be changeable. That is, during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function, it may be configured so that neither the state related to the effect nor the state related to the operation of the movable means changes.
[0208] · In the above modification example, when the volume LV is changed even in part or all of the period during which the initialization notification is executed, the error notification is executed, and the operation of the pachinko gaming machine 10 is stopped by the complete function, the vibration LV may not be changed. That is, when the state related to the effect is changed even in part or all of the period during which the initialization notification is executed, the error notification is executed, and the operation of the pachinko gaming machine 10 is stopped by the complete function, the state related to the operation of the movable means may not be changed.
[0209] · The pachinko gaming machine 10 may be capable of executing a special effect whose execution probability can be customized as an effect executable during the execution of a variable game. The special effect may be, for example, an effect executed by one or a plurality of effect execution means and may be an effect suggesting the jackpot expectancy of the variable game being executed. In this case, it is preferable that the state related to the operation of the movable means does not change even when the execution probability of the special effect is customized.
[0210] · The pachinko gaming machine 10 can adopt a specification that provides a high-probability state until the next jackpot game, a specification that provides a high-probability state until winning the fall lottery (so-called fall machine), or a specification that provides a high-probability state until the end of a specified number of variable games (so-called ST machine). The pachinko gaming machine 10 can adopt a specification that provides a high-probability state on the condition that the game ball passes through a specific area (so-called "V zone") (so-called V probability variation machine). The pachinko gaming machine 10 may have a specification that mixes the specification of the fall machine and the specification of the V probability variation machine.
[0211] · When winning a minor jackpot in the special jackpot lottery, a minor jackpot game (winning game) may be given after the end of the special game. In the present embodiment, compared with the normal gaming state (for example, the low normal state), the state can be controllably configured to be a state (so-called minor jackpot RUSH) in which the number of times of winning a minor jackpot (frequency) per unit time or the number of times of giving a minor jackpot game per unit time is improved.
[0212] · The pachinko gaming machine 10 may be a circulation type pachinko gaming machine that circulates game balls, which are an example of gaming media, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0213] · The pachinko gaming machine 10 may adopt a specification classified as the second type, also called "blade type" or "airplane type". In this type of pachinko gaming machine, when a game ball enters the start port, the opening and closing blades (opening and closing members) of the ball entry device (big winning port) open, and when the game ball that has entered the ball entry device enters the special winning port, a jackpot game is generated.
[0214] · The pachinko gaming machine 10 may use the sub-board 50 as a sub-master control board, and separately provide a display control board that specifically controls the effect display device EH, an audio control board that specifically controls the speaker SP, and a lamp control board that specifically controls the decorative lamp LA. Further, some or all of the display control board, the audio control board, and the lamp control board may be integrated into the same board. Also, the CPU 51 may be composed of a plurality of CPUs mounted on a single board.
[0215] · The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main board 40 and the sub-board 50. Also, the functions of the main board 40 may be realized by being divided among a plurality of boards. The CPU 41 may be composed of a plurality of CPUs mounted on a single board.
[0216] · The types of jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in the jackpot game, the upper limit time when the big winning opening 14 is in the open state, and the opening mode (opening pattern) of the big winning opening 14 may be made different.
[0217] · The first special game and the second special game may be executed according to the order in which the game balls enter the starting ports 12 and 13, or may be executed simultaneously in parallel. · The upper limit numbers of the first special reservation number and the second special reservation number may be changed as appropriate. Also, the upper limit number of the first special reservation number and the upper limit number of the second special reservation number may be different numbers. Further, the CPU 41 may control not to reserve the execution for either one of the first special game and the second special game.
[0218] Next, the technical ideas that can be grasped from the above embodiments and modification examples will be described. (Supplementary Note 1) A gaming machine in which the movable means and the operating means are the same means.
[0219] (Supplementary Note 2) A gaming machine in which the total time for which the operating means operates in the movable effect is different when the movable effect is executed upon the establishment of the first execution condition and when the movable effect is executed upon the establishment of the second execution condition.
[0220] (Supplementary Note 3) A gaming machine in which there are cases where the movable effect is executed upon the establishment of the first execution condition and cases where the movable effect is executed upon the establishment of the second execution condition, regardless of whether the state regarding the effect is the first effect state or the second effect state.
[0221] (Supplementary Note 4) A gaming machine comprising a power applying means for applying power and an effect executing means for executing an effect, wherein the effect executing means includes a movable means capable of executing a movable effect when power is applied from the power applying means, the states regarding the effect include a first effect state and a second effect state as effect states with different effect modes of voice effects, the states regarding the operation of the movable means include a first operation state and a second operation state, and when the state regarding the operation of the movable means is the first operation state in the first effect state, when the second effect state different from the first effect state is entered, the movable effect can be executed in the second operation state different from the first operation state.
[0222] (Supplementary Note 5) It includes a power applying means for applying power and an effect executing means for executing an effect. The effect executing means includes a movable means capable of executing a movable effect when power is applied from the power applying means. Regarding the state related to the effect, there are a first effect state and a second effect state as effect states with different effect modes of voice effects. Regarding the state related to the operation of the movable means, there are a first operation state and a second operation state. When the state related to the operation of the movable means is the first operation state in the first effect state, when it becomes the second effect state different from the first effect state, the movable effect can be executed in the second operation state different from the first operation state. Regarding the effect pattern of the movable effect, there are a first effect pattern and a second effect pattern. The movable effect is executed based on the first effect pattern and the second effect pattern according to the state related to the operation of the movable means. A gaming machine characterized by this is provided.
[0223] (Supplementary Note 6) In a gaming machine that stores a symbol variation game that has not yet started as a reserved memory and enables a preview effect that suggests the possibility of a win to be executed before the symbol variation game based on the reserved memory is started, the gaming machine includes a power supply means for applying power, an effect execution means for executing an effect, and a preview effect control means for controlling the preview effect. The effect execution means includes a movable means capable of executing a movable effect when power is applied from the power supply means. Regarding the state of the effect, there are a first effect state and a second effect state as effect states with different effect modes of voice effects. Regarding the state of the operation of the movable means, there are a first operation state and a second operation state. When the state of the operation of the movable means is the first operation state in the first effect state, when it becomes the second effect state different from the first effect state, the movable effect can be executed in the second operation state different from the first operation state. When the preview effect control means determines the execution of the movable effect as the preview effect, when the symbol variation game that triggers the execution of the movable effect is defined as a specific variation game, the movable effect is executed during the execution of one or more symbol variation games that are executed before the specific variation game is started. After the execution of the movable effect is determined as the preview effect and the power supply to the gaming machine is cut off, and then the power supply is restarted, the movable effect is not executed before the specific variation game is started, and the movable effect can be executed during the execution of the specific variation game. A gaming machine characterized by this.
Explanation of Reference Numerals
[0224] 10... Pachinko gaming machine 40... Main board 41... CPU 42... ROM 43... RWM 44... Random number generation circuit 45... RWM clear switch 50... Sub-board 51... CPU 52... ROM 53... RWM 54... Adjustment switch 60... Power supply unit 61... Power switch 62... Backup power supply BT1... First button BT2... Second button CG... Adjustment image EH... Effect display device EP1~EP3... Effect patterns LA... Decorative lamp MT... Vibration motor OG... Volume image SG... Vibration image SP... Speaker
Claims
【Claim 1】 Power applying means for applying power, Operating means capable of performing a predetermined operation, Effect execution means for executing an effect, and includes: The effect execution means includes movable means capable of executing a movable effect when power is applied from the power applying means, Regarding the state of the effect, there are a first effect state and a second effect state as effect states with different effect modes of voice effects, Regarding the state of the operation of the movable means, there are a first operation state and a second operation state, When the state regarding the operation of the movable means is the first operation state in the first effect state, when it becomes the second effect state different from the first effect state, the movable effect can be executed in the second operation state different from the first operation state, The movable effect may be executed when a first execution condition is satisfied, or may be executed when a second execution condition different from the first execution condition is satisfied, When the movable effect is executed when the first execution condition is satisfied and when the movable effect is executed when the second execution condition is satisfied, the mode of the movable effect is different, At least the second execution condition includes the operation means being operated, The change from the first effect state to the second effect state can be adjusted by the player, A gaming machine characterized in that the execution probability of the movable effect is different as the state regarding the operation of the movable means in the first operation state and the second operation state.
Citation Information
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