gaming machines

The gaming machine addresses engagement by implementing movable means with adjustable sound and vibration effects, enhancing player interaction and gameplay dynamics.

JP7720100B2Active Publication Date: 2025-08-07NEWGIN KK
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Patent Information

Application Number
JP2023011028
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-27
Publication Date
2025-08-07
Estimated Expiration
2043-01-27

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative ways to enhance player engagement through varied and dynamic moving effects.

Method used

A gaming machine with movable means that can execute different moving effects based on player interaction, featuring adjustable sound and vibration patterns, and a system that transitions between distinct operation states to vary the probability and timing of these effects.

Benefits of technology

Enhances player interest and engagement by providing dynamic and interactive moving effects, increasing the chances of winning and improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: Conditions related to a performance include a first performance state of a sound volume LV1 and a second performance state different from the state of the sound volume LV1, as performance states each having a sound volume different from each other. Conditions related to an operation of movable means includes a first operational state of a vibration LV1 and a second operational state different from the state of the vibration LV1, as states each having the strength of vibration in a vibration performance different from each other. When the state related to the operation of movable means is a first operational state in the first performance state, and the second performance state different from the first performance state is then brought in, a movable performance can be executed in the second operational state different from the first operational state. Performance patterns of the vibration performance include performance patterns EP1-EP3. The vibration performance is executed based on any one of the performance patterns EP1-EP3 in accordance with the state of operation of the movable means.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] In a conventional pachinko gaming machine, which is an example of a gaming machine, a variable game is executed based on the result of a predetermined lottery, and various effects related to the variable game are executed. One example of the effects is a moving effect that is executed by applying power to a moving means. For example, the gaming machine disclosed in Patent Document 1 is equipped with an operation button that can be operated by a player as an example of the moving means, and is capable of executing a vibration effect that vibrates the operation button as an example of a moving effect when the operation of the operation button is accepted during a game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-054041 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, it is expected that interest in games will be increased by making further efforts to implement moving effects. [Means for solving the problem]

[0005] A gaming machine that solves the above problem comprises power applying means for applying power and effect execution means for executing an effect, wherein the effect execution means includes movable means that can execute a moving effect by being given power by the power applying means, and the states related to the effect include a first effect state and a second effect state as effect states in which the effect mode of the sound effect differs, and the states related to the operation of the movable means include a first operation state and a second operation state, and when the state related to the operation of the movable means in the first effect state is the first operation state, if the state becomes the second effect state different from the first effect state, the moving effect can be executed in the second operation state different from the first operation state, and the effect patterns of the moving effect include a first effect pattern and a second effect pattern, and the moving effect is executed based on the first effect pattern and the second effect pattern depending on the state related to the operation of the movable means, and the first effect state can be changed to the second effect state by adjustment by a player. The first operation state and the second operation state have different probabilities of executing the moving effect as states related to the operation of the moving means. The gist of this is as follows. [Effects of the Invention]

[0006] According to the present invention, interest in games can be increased. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 3] FIG. 10(a) is a diagram showing steps of volume levels, and FIG. 10(b) is a diagram showing steps of vibration levels. [Figure 4] FIG. 10 is a diagram showing vibration levels corresponding to volume levels. [Figure 5] 10(a) to 10(c) are diagrams showing an example of the state before and after the volume level is adjusted, and 10(d) and 10(e) are diagrams showing an example of the state before and after the vibration level is adjusted. [Figure 6] A figure showing the display state of the performance display device during the period when the volume level and vibration level can be adjusted. [Figure 7] FIG. 10 is a diagram showing the vibration effect pattern. [Figure 8] 10A and 10B are timing charts showing an example of a case where a pre-reading vibration effect is performed. [Figure 9] 10A and 10B are timing charts showing an example of a case where a press vibration effect is performed. [Figure 10] 10 is a timing chart showing an example of a case where a vibration effect is performed after recovery. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A frame window 11c is formed in the mounting frame 11b. A gaming board YB having a gaming area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The gaming area YBa of the gaming board YB is covered by the protective glass.

[0009] The pachinko gaming machine 10 is equipped with a launching handle HD. For example, the launching handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, a gaming ball is launched toward the gaming area YBa with a strength according to the amount of operation (amount of rotation) of the launching handle HD.

[0010] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). The predetermined sound may be music, sound effects, or the like.

[0011] The pachinko gaming machine 10 is equipped 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 can perform effects (hereinafter referred to as light-emitting effects) by lighting, blinking, and extinguishing a built-in light-emitting body (not shown).

[0012] The pachinko gaming machine 10 is equipped 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 in positions that allow the player to operate them. The first button BT1 and the second button BT2 are push buttons that can be pressed down. The first button BT1 is a single button that can be displaced by operation. On the other hand, the second button BT2 is configured to include multiple buttons, such as an up button UBT, a down button DBT, a left button LBT, and a right button RBT.

[0013] The pachinko gaming machine 10 is equipped 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, which is an example of a moving effect, by being powered (vibrations are transmitted) by the vibration motor MT. The vibration motor MT is an example of a power applying means that applies power. The first button BT1 is an example of an operating means that can perform a predetermined operation, and is an example of a moving means.

[0014] The first button BT1 is equipped with a first operation sensor. The first operation sensor outputs an operation signal when it detects an operation of the first button BT1. The second button BT2 is equipped with a second operation sensor. The second operation sensor outputs an operation signal when it detects an operation of the second button BT2 (up button UBT, down button DBT, left button LBT, and right button RBT).

[0015] A game area YBa, which is approximately circular in front view, is defined on the front surface of the game board YB. The game board YB is mounted on the mounting frame 11b so that the game area YBa can be seen through the frame window 11c. A display window YBb is formed in the approximate center of the game area YBa.

[0016] The pachinko gaming machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, predetermined symbols are displayed in a changing manner, and finally, a special symbol is displayed as a fixed, stopped symbol. The special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed, stopped display" means a state in which a symbol is displayed as a fixed, stopped symbol, and the type of displayed symbol does not change. Regarding the symbols, "determined stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a jackpot symbol, which is an example of a jackpot display result, and a loss symbol, which is an example of a loss display result. The special symbols may also include a small win symbol, which is an example of a small win display result. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the jackpot symbol is derived in the special game, and the jackpot game is awarded after the special game for that jackpot has ended.

[0017] The pachinko gaming machine 10 is equipped with a first special reserve display device 19c and a second special reserve display device 19d as display devices that display information that can identify the number of reserved special games. The first special reserve display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first special reserve number). The second special reserve display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second special reserve number). As an example, the upper limit values of the first special reserve number and the second special reserve number are each 4.

[0018] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, predetermined symbols are variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a normal symbol winning lottery). The normal symbols include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal symbol winning lottery (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games (normal hold number) whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met.

[0019] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display area R capable of displaying an image. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays an image that resembles a specified character or letter.

[0020] The effect display device EH displays an effect symbol variation game (hereinafter referred to as the effect game) as one of the display effects. In the effect game, multiple columns of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as the symbol combination) is derived. The effect symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols of the left, middle, and right symbol columns in a predetermined direction, respectively.

[0021] The effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol generated in the special game is generated. When a jackpot symbol is generated in the special game, the effect game generates a jackpot symbol combination. A jackpot symbol combination is a symbol combination in which the same symbol is displayed in all columns, such as "777." When a losing symbol is generated in the special game, the effect game generates a losing symbol combination. An example of a losing symbol combination is a symbol combination in which the symbol in at least some columns is different from the symbol in the other columns, such as "778" or "787." In this specification, a "temporary stop display" refers to a temporary stop state before the symbol is displayed as a fixed stop, such as a fluctuating display. As described above, the pachinko gaming machine 10 includes a special game and an effect game executed in response to the special game. In the following description, the special game and the effect game will be collectively referred to as a “variable game.” The variable game is an example of a symbol variable game.

[0022] In a presentation game, a reach effect may be executed. The reach effect is an effect that forms a reach in a presentation game and ultimately leads to a predetermined symbol combination. A reach effect is a state in which the same presentation symbol is temporarily displayed in a fixed state in a plurality of specific symbol rows (for example, the left symbol row and the right symbol row), and the presentation symbol continues to be displayed in a variable state in other symbol rows (for example, the center symbol row). The reach effect includes a normal reach effect (hereinafter referred to as an NR effect) and a super reach effect (hereinafter referred to as an SR effect) that has a higher expectation of a jackpot game being awarded after the variable game ends (hereinafter referred to as a jackpot expectation) compared to the NR effect.

[0023] The pachinko gaming machine 10 has a first start opening 12. The first start opening 12 is always open so that gaming balls can enter the opening. The pachinko gaming machine 10 has a first start sensor SE1 that detects gaming balls that have entered the first start opening 12 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.

[0024] The pachinko gaming machine 10 has a second start opening 13 that opens into the gaming area YBa. The pachinko gaming machine 10 has a second start sensor SE2 that detects a gaming ball that has entered the second start opening 13 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the second start sensor SE2, a hold condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is also established. The pachinko gaming machine 10 has a normal variable member 13a that can be moved between an open state in which a gaming ball can enter the second start opening 13 and a closed state in which a gaming ball cannot enter the second start opening 13. The closed state may be a state in which a gaming ball can enter the second start opening 13, but is more difficult to enter than the open state. The pachinko gaming machine 10 has a normal solenoid SL1 (see FIG. 2) as an example of a means for operating the normal variable member 13a. The normal variable member 13a is operated to the open state during normal winning games.

[0025] The pachinko gaming machine 10 is equipped with a special winning opening 14 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a special variable member 14a, which is an example of a means operable between an open state in which a gaming ball can enter the special winning opening 14 and a closed state in which a gaming ball cannot enter the special winning opening 14. The closed state may be a state in which a gaming ball can enter the special winning opening 14 but is more difficult to enter than the open state. The pachinko gaming machine 10 is equipped with a special solenoid SL2, an example of a means for operating the special variable member 14a (see FIG. 2). The special variable member 14a is operated to the open state during a game in which a special symbol wins. The pachinko gaming machine 10 is equipped with a count sensor SE3 that detects gaming balls that have entered the special winning opening 14 (see FIG. 2). In the pachinko gaming machine 10, when the game balls are detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.

[0026] The pachinko gaming machine 10 is equipped with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is equipped with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 2). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, the reserve condition for the normal game can be met, but the payout condition for prize balls is not met.

[0027] In this embodiment, the performance display device EH, speaker SP, decorative lamp LA, and first button BT1 are each a performance device that executes a performance, and these constitute a performance device group DE, which is an example of a performance execution means (see FIG. 2). The performance execution means is not limited to including all of the performance display device EH, speaker SP, decorative lamp LA, and first button BT1, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.

[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a higher probability, a ball entry assist function that assists game balls in entering the second starting hole 13, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0029] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."

[0030] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states in which the rate at which game balls enter the second starting hole 13 varies. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.

[0031] For example, the high ball entry rate state can be achieved by executing one of the three controls described below, which can be selected arbitrarily, or by combining multiple controls. The first control is a control that shortens the variable time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal win probability in the normal win lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform a normal win lottery in the low ball entry rate state, but performs a normal win lottery with a predetermined probability in the high ball entry rate state. The third control is a control that lengthens the total opening time of the normal variable member 13a in one normal win game compared to the low ball entry rate state. Note that the third control may be at least one of a control that increases the number of times the normal variable member 13a is opened in one normal win game compared to the low ball entry rate state, and a control that lengthens the opening time of one normal win game of the normal variable member 13a compared to the low ball entry rate state.

[0032] Next, the time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. In this embodiment, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.

[0033] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The first advantageous state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The second advantageous state is a game state in which the probability variable function is not inactive, but the ball entry assist function and time-saving function are inactive. The pachinko gaming machine 10 is not limited to having three game states, and some or all of them may be different game states in which the probability variable function, ball entry assist function, and time-saving function are activated. Furthermore, the game state may be one or two, or may be four or more.

[0034] Next, we will explain about the jackpot. The pachinko gaming machine 10 has multiple 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 multiple types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0035] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.

[0036] In the pachinko gaming machine 10, the game state after the end of a jackpot game is controlled according to the type of jackpot symbol (type of jackpot). As an example, it is determined that a specific symbol is controlled to a first advantageous state after the end of a jackpot game until the next jackpot game is awarded. It is determined that a normal symbol is controlled to a second advantageous state after the end of a jackpot game until a predetermined number of special games are played or until the next jackpot game is awarded. Alternatively, the game state after the end of a jackpot game may be controlled to a first advantageous state if the game ball that entered the jackpot opening 14 passes through a specific area (the so-called V-zone), or may be controlled to a second advantageous state if the game ball does not pass through the specific area.

[0037] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information about games (hereinafter referred to as game information) even when the power supply from an external power source is cut off, and enables recovery based on the stored information when the power supply is restarted. As will be described in detail later, the game information to be backed up includes information about special games, information about jackpot games, information about the game status, and information about presentation 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 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.

[0039] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, a RWM 43, a random number generation circuit 44, and an RWM clear switch 45. The CPU 41 executes a main control program to perform processing related to the progress of the game. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc. The ROM 42 stores multiple types of fluctuation patterns. The fluctuation patterns are information that can identify the fluctuation time from the start to the end of a special game.

[0040] The variation patterns include a jackpot variation pattern, a miss-at-win variation pattern, and a miss variation pattern. The jackpot variation pattern includes a variation pattern in which an NR effect is performed in a presentation game and a jackpot symbol combination is ultimately derived, and a variation pattern in which an NR effect is performed followed by an SR effect and a jackpot symbol combination is ultimately derived. The miss-at-win variation pattern includes a variation pattern in which an NR effect is performed in a presentation game and a miss symbol combination is ultimately derived, and a variation pattern in which an NR effect is performed followed by an SR effect and a miss symbol combination is ultimately derived. Furthermore, the miss variation pattern includes a variation pattern in which a reach effect is not performed in a presentation game and a miss symbol combination is ultimately derived. The RWM 43 stores various information that is rewritten according to the processing results of the CPU 41. For example, the information stored by the RWM 43 includes a flag, a counter, and a timer. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be capable of generating software random numbers through random number generation processing by the CPU 41. The RWM clear switch 45 is an operation unit configured to enable an operation to instruct initialization of the main backup information and secondary backup information backed up by the backup function described below. The RWM clear switch 45 turns on when pressed and turns off when not pressed. The CPU 41 can input an operation signal to be output when the RWM clear switch 45 is turned on. The RWM clear switch 45 is operated manually, for example, by a game center manager or a worker during manufacturing.

[0041] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input detection signals output by each of the sensors SE1 to SE4 upon detecting a gaming ball. The main board 40 is connected to the plurality of display units 19a to 19f. The CPU 41 can control the display content 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 state of the second start opening 13 and the large prize opening 14.

[0042] Next, the sub-substrate 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the effects. The ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, audio effect data used for audio effects, and vibration effect data used for vibration effects. The RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RWM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through random number generation processing by the CPU 51. The sub-board 50 may also include a random number generation circuit to be able to generate hardware random numbers.

[0043] The sub-board 50 is connected to the performance display device EH. The CPU 51 can control the display content of the performance display device EH. The sub-board 50 is connected to a speaker SP. The CPU 51 can control the output content 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 (up button UBT, down button DBT, left button LBT, and right button RBT). The CPU 51 can input an operation signal to be output when the first button BT1 is operated. The CPU 51 can input an operation signal to be output when the second button BT2 is operated. The CPU 51 is connected to a vibration motor MT. The CPU 51 can drive the vibration motor MT to transmit vibrations to the first button BT1, thereby executing a vibration effect.

[0045] The sub-board 50 includes an adjustment switch 54. The adjustment switch 54 is a means for setting a range (hereinafter referred to as the adjustment range) within which the volume of the sound output from the speaker SP and the vibration intensity of the vibration motor MT can be changed by operating the second button BT2. In this embodiment, the adjustment switch 54 is mounted on the sub-board 50 and cannot be accessed unless the mounting frame 11b is opened. Therefore, in principle, the adjustment switch 54 can be operated by an amusement facility manager or the like who can open the mounting frame 11b. The adjustment switch 54 is configured to be operable to select one of multiple adjustment ranges. The CPU 51 is connected to the adjustment switch 54. The CPU 51 can input a setting signal that can specify the adjustment range selected by operating the adjustment switch 54. In one example of this embodiment, the adjustment switch 54 is a knob-type switch, but is not limited to this and may be a DIP switch-type switch or a button-type switch.

[0046] The pachinko gaming machine 10 is equipped with a power supply unit 60 on the rear side of the gaming board YB. The power supply unit 60 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is equipped with a power switch 61. The pachinko gaming machine 10 is configured so that it can be powered on by starting power supply to the power supply unit 60 while the power switch 61 is on, or by turning on the power switch 61 while power is being supplied.

[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 from the backup power supply 62, the RWM 43 and the RWM 53 can retain the contents stored 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 that can retain the stored contents even when not receiving power, and thus can retain the stored information even after the power supply is stopped.

[0048] The pachinko gaming machine 10 is equipped with a backup function. The backup function enables the pachinko gaming machine 10 to retain information relating to game control stored in the RWM 43 (hereinafter referred to as main backup information) and information relating to game control stored in the RWM 53 (hereinafter referred to as secondary backup information) for a predetermined period even if the power supply is stopped. Then, when the power supply is started again, the pachinko gaming machine 10 can recover based on the backup information.

[0049] The primary backup information includes information about the special game, information about the jackpot game, and information about the game status. Information about the special game includes, for example, information that can identify the results of the special win lottery and the normal win lottery, information that can identify the variation pattern, information that can identify the special symbol derived in the special game, information that can identify the variation time being measured during the execution of the special game, and information that can identify the number of reserved special games. Information about the jackpot game includes information that can identify the progress of the jackpot game. Information about the game status includes information that can identify the probability state, information that can identify the ball entry rate state, and information that can identify the variation time state. The secondary backup information includes information about the effects. Information about the effects includes the setting value of the execution flag, which indicates the execution status of the look-ahead vibration effect described below, and remaining game number information, which can identify the number of games remaining until the variable game that triggered the look-ahead vibration effect. The predetermined period is the period until the backup power source 62 (e.g., an electric double-layer capacitor) is discharged and the backup power source 62 becomes unable to supply power.

[0050] Next, various processes performed by the CPU 41 will be described. When the CPU 41 is started up by the startup process at power-on, it executes the power-on process. As an example, if the power is turned on with the RWM clear switch 45 operated, the CPU 41 initializes the main backup information that was backed up in the RWM 43 by the backup power supply 62. On the other hand, if 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 up to the sub-board 50. As an example, the startup information is either information indicating that startup has been performed with the main backup information initialized (for example, an initialization command) or information indicating that startup has been performed without the main backup information being initialized (for example, a power restoration command).

[0051] The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes that are performed every predetermined control period (for example, every 4 ms). The special symbol input process will be described.

[0052] The CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the CPU 41 determines whether the first special reserve number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the first special reserve number is less than the upper limit number, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.

[0053] Next, the CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers may be winning random numbers used in the special winning lottery, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information to be used for the first special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.

[0054] When the CPU 41 stores random number information for the first special game in the RWM 43, if a game ball has not entered the first start port 12 and if the number of first special reserves 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. If a game ball has entered the second start port 13, the CPU 41 determines whether the number of second special reserves stored in the RWM 43 is less than the upper limit number (4 in this embodiment). If the number of second special reserves is less than the upper limit number, the CPU 41 updates the number of second special reserves by adding 1. The CPU 41 controls the second special reserve display device 19d to display information that can identify the updated number of second special reserves. In this way, the reserve condition for the second special game is met when a game ball is detected by the second start sensor SE2 when the number of second special reserves is less than the upper limit number.

[0055] Next, the CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met. When the random number information for the second special game is stored in the RWM 43, if a gaming ball has not entered the second start hole 13 and if the number of second special reserved balls is not less than the upper limit number, the CPU 41 terminates the special symbol input process.

[0056] In the special symbol input process, the CPU 41 performs a command setting process when the random number information for the first special game is stored in the RWM 43. The command setting process is a process included in the special symbol input process.

[0057] In the command setting process, the CPU 41 determines whether the value corresponding to the acquired winning random number is a jackpot value that will win the special winning lottery described below, or a losing value that will not win the special winning lottery. Next, in the case of a jackpot value, the CPU 41 identifies a jackpot fluctuation pattern to be selected from the jackpot fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a jackpot look-ahead command as a control command in the output buffer based on the identified content. The jackpot look-ahead command can identify information indicating the first special reserved number when the random number was acquired, information indicating that the value corresponding to the acquired winning random number is a jackpot value, and information indicating the jackpot fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.

[0058] On the other hand, in the case of a loss value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of loss fluctuation patterns and loss-reach fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number.Then, the CPU 41 stores a loss read-ahead command as a control command in the output buffer based on the specified content.The loss read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a loss value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.

[0059] The jackpot read-ahead command or loss read-ahead command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process from the next cycle onwards. The command setting process of this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the jackpot read-ahead command or loss read-ahead command performs processing related to the second special game in the special symbol input process described above. In the following description, when there is no distinction between the jackpot read-ahead command and the loss read-ahead command, they are referred to as "read-ahead commands". In the command setting process of this embodiment, each time a gaming ball is detected by the CPU 41 and the first start sensor SE1, a variation pattern indicating the variation content (including variation time) of the symbol variation game (first special game) whose execution is suspended is identified.

[0060] Next, the special symbol start process will be described. The CPU 41 determines whether the conditions for starting a special game are met. The CPU 41 makes a positive determination if the game is not a jackpot game and the special game is not being played. The CPU 41 makes a negative determination if the game is a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 41 ends the special symbol start process. If the conditions for starting a special game are met, the CPU 41 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the CPU 41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, the CPU 41 ends the special symbol start process.

[0061] If the first special reserve number is greater than zero, the CPU 41 performs processing to execute a first special game. Specifically, the CPU 41 updates the first special reserve number by subtracting 1. The CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. The CPU 41 acquires the random number information for the first special game that was stored earliest from the RWM 43. The CPU 41 uses the winning random number identified from the acquired random number information to perform a special winning lottery (jackpot determination) to determine whether or not a jackpot has been won. The CPU 41 performs a special winning lottery with a jackpot probability according to the current probability state (whether or not the probability variable function is activated).

[0062] When a jackpot is won, the CPU 41 performs jackpot variation processing. In the jackpot variation processing, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. After that, the CPU 41 ends the special pattern start processing.

[0063] If a jackpot is not won, the CPU 41 performs a loss variation process. In the loss variation process, the CPU 41 determines a loss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a loss reach variation pattern with a reach or a loss variation pattern without a reach. Thereafter, the CPU 41 ends the special symbol start process. In this embodiment, whether to execute a reach effect in the effect game is determined depending on whether a loss variation pattern or a loss reach variation pattern is determined, but it is also possible to determine whether to execute a reach effect, and determine either a loss reach variation pattern or a loss variation game depending on the determination result.

[0064] If the second special reserved number is greater than zero, the CPU 41 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute a first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number," so a detailed explanation thereof will be omitted. In other words, the CPU 41 subtracts the second special reserved number, performs a special winning lottery, and performs any variable processing based on the result of the special winning lottery, and then ends the special symbol start processing.

[0065] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are control commands that differ 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 process is completed, the CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start varying display of predetermined symbols. The CPU 41 measures a variation time set in a variation pattern. When the variation time set 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 process. Furthermore, when the variation time set 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 second special game is executed, the CPU 41 controls the second special symbol display device 19b to start varying display of predetermined symbols. The CPU 41 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.

[0068] Next, the big win game process will be explained. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the end of the jackpot special game. The CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The CPU 41 awards the specified type of jackpot game.

[0069] First, the CPU 41 outputs a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time to the sub-board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round of play. Specifically, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 14. When the number of game balls detected by the count sensor SE3 reaches the upper limit or the upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the special prize opening 14, thereby ending the round of play. The CPU 41 repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 41 outputs a control command (hereinafter referred to as a round command) capable of specifying the start of the round of play to the sub-board 50.

[0070] When the final round of play ends, the CPU 41 outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of the ending time to the sub-board 50. 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 an ending end command) capable of specifying the passage of the ending time to the sub-board 50.

[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), a special game is not being executed, and a jackpot game is not being executed, the CPU 41 controls the machine to a standby state as a standby period. That is, the standby state in this embodiment is a period when a special game is not being executed, and a jackpot game is not being executed. When controlled to the standby state, the CPU 41 outputs a control command (hereinafter referred to as a demo command) that can identify the standby state to the sub-board 50. This demo command is a command for executing a standby effect in the standby state. The standby effect is an effect that notifies the pachinko gaming machine 10 that it is in a standby state, for example, using the effect display device EH, etc., to attract customers.

[0072] The probability transition process for transitioning the probability state will be described. When the jackpot game based on the specific symbol ends, the CPU 41 stores a high probability flag in the RWM 43. In other words, the CPU 41 controls to a high probability state. On the other hand, when the jackpot game based on the normal symbol ends, the CPU 41 does not store a high probability flag in the RWM 43. In other words, the CPU 41 controls to a low probability state. When the jackpot game is started and a high probability flag is stored, the CPU 41 erases the high probability flag. In other words, the CPU 41 controls to a low probability state during the jackpot game.

[0073] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When a jackpot game based on a specific symbol and a jackpot game based on a normal symbol end, the CPU 41 stores an activation flag in the RWM 43. That is, the CPU 41 controls the RWM 43 to a high ball entry rate state and a short fluctuation time state. When a special game in which the number of times a special game has been executed after the end of a jackpot game based on a normal symbol reaches the activation count ends, the CPU 41 erases the activation flag stored in the RWM 43. That is, when the activation count for the special game ends after the end of a jackpot game based on a normal symbol, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When a jackpot game is started and an activation flag is stored, the CPU 41 erases the activation flag. That is, during a jackpot game, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. In addition, when the CPU 41 transitions the game state (probability state, ball entry rate state, and variable time state), it outputs a control command (hereinafter referred to as a game state command) to the sub-board 50 that can identify the game state after the transition.

[0074] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the startup process performed when the power is turned on will be described. When a startup command (initialization command or power restoration command) is input, the CPU 51 executes startup processing. As an example, when an initialization command is input, the CPU 51 initializes the secondary backup information that has been backed up in the RWM 53 by the backup power supply 62. On the other hand, when a power restoration command is input, the CPU 51 does not initialize the secondary backup information.

[0075] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 51 controls the effect device group DE to execute an opening effect. When a round command is input, the CPU 51 controls the effect device group DE to execute a round effect. When an ending start command is input, the CPU 51 controls the effect device group DE to execute an ending effect. When an ending end command is input, the CPU 51 controls the effect device group DE to end the ending effect.

[0076] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 51 inputs a variation start command and a special pattern 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 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the control command. Furthermore, when the CPU 51 inputs a special pattern command, it determines a symbol combination to be derived in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special pattern command, the CPU 51 determines a jackpot symbol combination. If a losing symbol can be specified from the special pattern command, the CPU 51 determines a losing symbol combination.

[0077] The CPU 51 also determines whether or not a condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, the reach condition is met by determining a jackpot variation pattern or a miss reach variation pattern. When the reach condition is met and a jackpot pattern can be identified from the special pattern command, the CPU 51 determines the effect patterns constituting the jackpot pattern combination as the reach effect patterns. When the reach condition is met and a miss pattern can be identified from the special pattern command, the CPU 51 determines a miss pattern combination including a reach. When the reach condition is not met and a miss pattern can be identified from the special pattern command, the CPU 51 determines a miss pattern combination not including a reach.

[0078] The CPU 51 controls the effect display device EH to start the variable display of each effect symbol in response to the input of the variation start command, thereby starting the effect game. The CPU 51 controls the effect display device EH so that the effect game is played based on the selected effect pattern during the variation time set for the variation pattern. The CPU 51 can control the effect device group DE to execute various effects while the effect game is being played. When the CPU 51 identifies a variation pattern in which an NR effect is executed from the input variation start command, it controls the effect device group DE to execute an NR effect at a predetermined timing after the effect game starts. When the CPU 51 identifies a variation pattern in which an SR effect is executed from the input variation start command, it controls the effect device group DE to execute an SR effect at a predetermined timing after the effect game starts.

[0079] Then, when a predetermined timing arrives after starting the effect game, the CPU 51 temporarily stops the display of the symbol combination, and then, upon input of a variation end command, causes the symbol combination to be displayed as a fixed, stopped symbol combination. Note that the CPU 51 may also cause the fixed, stopped symbol combination to be displayed upon the passage of a variation time set in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.

[0080] The process related to the standby effect will be described. When the CPU 51 inputs a demo command, it stores information that can identify the standby state in the standby flag of the RWM 53, and controls the performance display device EH to perform a standby performance. When the CPU 51 inputs a variation start command, it erases the information stored in the standby flag of the RWM 53, and ends the standby performance.

[0081] Next, the volume adjustment function and vibration adjustment function installed in the pachinko gaming machine 10 will be described. As shown in FIG. 3 , the pachinko gaming machine 10 is configured to allow the volume level, as the volume value of the sound output from the speaker SP, to be adjusted over a total of 10 levels from 1 (minimum) to 10 (maximum) by operating the second button BT2 (left button LBT and right button RBT) (hereinafter, "level" will be referred to as "LV"). The volume LV is stored in the RWM 53 as information defining the volume level of the sound effects. The pachinko gaming machine 10 is configured to allow the volume LV to be adjusted during a standby state when neither a jackpot game nor a special game is being executed, a period when a special game is being executed, and a period when a jackpot game is being executed. In one example of this embodiment, the initial value of the volume LV is set to volume LV1. A state in which the volume level of the sound effects is set by the volume LV is an example of a state related to the effects. In this embodiment, different volume LVs result in different volume levels of the sound effects. Therefore, when sound effects are executed with different volume LVs, the sound effects will have different presentation styles. The volume level LV1 is an example of a first effect state, and a volume level LV different from the volume level LV1 is an example of a second effect state.

[0082] As shown in FIG. 3 , the pachinko gaming machine 10 is configured with a vibration adjustment function that allows the vibration level, which is the intensity value of vibration of the vibration motor MT, to be adjusted over a total of seven levels, from 1 (minimum) to 7 (maximum), by operating the second button BT2 (upper button UBT and lower button DBT). The vibration LV is stored in the RWM 53 as information defining the intensity of the vibration in the vibration effect executed by the first button BT1. Note that the vibration intensity in this embodiment refers to the magnitude of the amplitude when the vibration motor MT vibrates. However, the vibration intensity may also be the magnitude of the frequency at which the vibration motor MT vibrates or the magnitude of the torque when the vibration motor MT is driven. The pachinko gaming machine 10 is configured to be able to adjust the vibration LV during a standby period when neither a jackpot game nor a special game is being executed, a period when a special game is being executed, and a period when a jackpot game is being executed. In other words, in one example of this embodiment, the period during which the volume LV is adjustable and the period during which the vibration LV is adjustable are the same. In one example of this embodiment, the initial value of the vibration LV is set to vibration LV1. The state in which the vibration intensity is set by the vibration LV is an example of a state related to the operation of the movable means (first button BT1). Furthermore, the state of vibration LV1 is an example of a first operation state, and a state of vibration LV different from vibration LV1 is an example of a second operation state. The intensity at which the first button BT1 vibrates in the vibration effect differs between the first operation state and the second operation state.

[0083] The pachinko gaming machine 10 is configured to be able to set (change) the adjustment ranges of the volume LV and vibration LV that can be changed by operating the second button BT2. The pachinko gaming machine 10 is configured to be able to set the adjustment ranges of the volume LV and vibration LV by operating the adjustment switch 54 so that the adjustment ranges of the volume LV and vibration LV that can be adjusted by the player can be set according to the intention of the gaming parlor manager or the like. The pachinko gaming machine 10 is configured so that when the power is turned on with an adjustment range selected by operating the adjustment switch 54, the selected adjustment range is set. In one example of this 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 one example of this embodiment, the volume adjustment range in the first adjustment range (hereinafter referred to as the volume range) is a range of four levels, from volume level 1 to volume level 4. The volume range in the second adjustment range is a range of six levels, from volume level 1 to volume level 6. The volume range in the third adjustment range is a range of ten levels, from volume level 1 to volume level 10.

[0085] As shown in FIG. 3(b), in one example of this embodiment, the adjustment range of vibration intensity in the first adjustment range (hereinafter referred to as vibration range) is a range of three levels, from vibration level 1 to vibration level 3. The vibration range in the second adjustment range is a range of four levels, from vibration level 1 to vibration level 4. The vibration range in the third adjustment range is a range of seven levels, from vibration level 1 to vibration level 7. Note that the adjustment range that can be set by operating the adjustment switch 54 is not limited to three, and may be two, four or more.

[0086] In one example of this embodiment, the adjustable maximum volume increases in the order of first adjustment range < second adjustment range < third adjustment range, while the minimum volume remains the same. Also, in one example of this embodiment, the adjustable number of volume levels (number of steps) increases in the order of first adjustment range < second adjustment range < third adjustment range.

[0087] Similarly, in one example of this embodiment, the adjustable maximum intensity increases in the order of first adjustment range < second adjustment range < third adjustment range, while the minimum intensity remains the same. Also, in one example of this embodiment, the adjustable number of vibration LVs (number of levels) increases in the order of first adjustment range < second adjustment range < third adjustment range.

[0088] As shown in FIG. 4, the pachinko gaming machine 10 is configured such that, when the volume LV is adjusted by using the left button LBT or the right button RBT in a situation where the vibration LV is not fixed relative to the volume LV, the vibration LV is changed to a vibration LV corresponding to the adjusted volume LV in conjunction with the volume LV adjustment. Fixing of the vibration LV relative to the volume LV will be described in detail 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 this embodiment, the higher the vibration LV, the higher the volume LV corresponding to the vibration LV.

[0089] As shown in Figure 5, for example, when the volume LV is set to LV1 and the vibration LV is set to LV1, if the right button RBT is operated, 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 Figure 5(a)).

[0090] Also, for example, if the left button LBT is operated when the volume and vibration levels are 3, the volume level is changed from 3 to 2, and the vibration level is also changed from 3 to 2 (see Figure 5(b)).

[0091] Furthermore, for example, when the right button RBT is operated while the volume level is 5 and the vibration level is 4, the volume level is changed from volume level 5 to volume level 6. At this time, since the vibration level corresponding to both volume level 5 and volume level 6 is vibration level 4 (see FIG. 4), the vibration level is maintained (see FIG. 5(c)).

[0092] In this way, in the pachinko gaming machine 10, volume adjustment is performed by operating the left button LBT or the right button RBT, and when the volume LV becomes a state different from the volume LV before the change, the vibration LV also becomes a state of one of the vibration LVs corresponding to the changed volume LV. As an example, when the volume LV is in a state of volume LV1 (first performance state) and the vibration LV is in a state of vibration LV1 (first operation state), if the volume LV becomes a state of volume LV different from volume LV1 (second performance state), the vibration LV is also changed to a state of vibration LV1 corresponding to the changed volume LV (second operation state) different from the vibration LV1. In other words, in the pachinko gaming machine 10, when the volume LV is in a state of volume LV1 (first performance state) and the vibration LV is in a state of vibration LV1 (first operation state), if the volume LV becomes a state of volume LV different from volume LV1 (second performance state), the vibration performance is executed in a state of vibration LV different from vibration LV1 (second operation state).

[0093] In this embodiment, if the right button RBT is operated when the volume LV is at the upper limit of the set adjustment range, the volume LV and the vibration LV are not changed. Similarly, if the left button LBT is operated when the volume LV is at the lower limit of the set adjustment range, the volume LV and the vibration LV are not changed.

[0094] The pachinko gaming machine 10 is configured to adjust the vibration LV without changing the volume LV by operating the up button UBT or the down button DBT, and to fix the vibration LV to the adjusted vibration LV for the volume LV even if the volume LV is subsequently changed by operating the left button LBT or the right button RBT. In other words, the pachinko gaming machine 10 is configured such that, after power supply is started and the up button UBT or the down button DBT is operated, the vibration LV is not changed to the vibration LV corresponding to the adjusted volume LV in conjunction with the volume LV adjustment, even if the volume LV is adjusted by operating the left button LBT or the right button RBT. For example, if the up button UBT is operated when the volume LV and vibration LV are both at LV1, the vibration LV is changed from LV1 to LV2 while maintaining the volume LV1 (see FIG. 5(d)). Even if the volume LV is subsequently changed by operating the left button LBT or the right button RBT, the vibration LV is maintained at LV2. Furthermore, for example, if the down button DBT is operated when the volume level is 5 and the vibration level is 4, the vibration level is changed from vibration level 4 to vibration level 3 while maintaining the volume level 5 (see FIG. 5(e)). Thereafter, even if the volume level is changed by operating the left button LBT or the right button RBT, the vibration level is maintained at vibration level 3. In the pachinko gaming machine 10, after the vibration level is adjusted by operating the up button UBT or the down button DBT, the volume level can be changed while maintaining the vibration level by operating the left button LBT or the right button RBT. In addition, in the pachinko gaming machine 10, after the vibration level is adjusted by operating the up button UBT or the down button DBT, the vibration level can be changed while maintaining the volume level by operating the up button UBT or the down button DBT. In other words, even if the state related to the operation of the movable means is changed, the state related to the presentation is maintained.

[0095] Furthermore, the pachinko gaming machine 10 of this embodiment is configured so that the volume LV and vibration LV are set to their initial values when the power is turned on, regardless of whether the power is turned on with the RWM clear switch 45 operated. When the power is turned on, the vibration LV is not fixed relative to the volume LV.

[0096] An example of a display mode of information (images) related to the volume adjustment function and the vibration adjustment function will be described. 6, during the period when the volume LV is adjustable and the period when the vibration LV is adjustable, the effect display device EH displays, by operating the second button BT2, an adjustment image CG that can identify that the volume LV and vibration LV are adjustable, a volume image OG that can identify the current volume LV, and a vibration image SG that can identify the current vibration LV. In other words, the adjustment image CG, volume image OG, and vibration image SG are displayed during the standby period when neither a jackpot game nor a special game is being played, the period when a special game is being played, and the period when a jackpot game is being played.

[0097] The adjustment image CG includes the text "Change volume LV with left and right buttons." In other words, 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 text "Change vibration LV with up and down buttons." In other words, 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 a numerical value indicating the current volume LV. The vibration image SG includes information that can identify a numerical value indicating the current vibration LV.

[0098] The control details relating to the volume adjustment function and the vibration adjustment function will be described. The CPU 51 stores information capable of identifying the set adjustment range among the three adjustment ranges in the adjustment range flag of the RWM 53 based on a setting signal input from the adjustment switch 54 during startup processing when the power is turned on. 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 adjusted image CG both when a standby flag is stored in the RWM 53 and when a standby flag is not stored in the RWM 53. Furthermore, the CPU 51 controls the effect display device EH to display a volume image OG and a vibration image SG based on the volume LV and vibration LV stored in the RWM 53.

[0100] The CPU 51 determines whether an operation signal from the second button BT2 has been input, whether or not a standby flag has been stored in the RWM 53. When an operation signal from the right button RBT has been input, 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. Furthermore, when the CPU 51 inputs an operation signal from the right button RBT and the vibration adjustment flag of the RWM 53 does not store information indicating that the up button UBT or the down button DBT has been operated (hereinafter referred to as post-vibration adjustment information), the CPU 51 changes the vibration LV to a vibration LV corresponding to the changed volume LV. On the other hand, when the CPU 51 inputs an operation signal from the right button RBT and the vibration adjustment flag stores post-vibration adjustment information, the CPU 51 does not change the vibration LV. The post-vibration adjustment information is stored in the RWM 53 when the up button UBT or the down button DBT is operated after power supply to the pachinko gaming machine 10 has started. That is, the vibration adjusted information is information that can identify that the up button UBT or the down button DBT has been operated after the start of power supply to the pachinko gaming machine 10. The vibration adjusted information is stored in the vibration adjustment flag of the RWM 53.

[0101] On the other hand, when an operation signal is input from the right button RBT, if the current volume LV has reached the upper limit of the adjustment range, the CPU 51 does not change the volume LV and vibration LV. When the CPU 51 receives an operation signal from the left button LBT and the current volume LV has not reached the lower limit of the adjustment range (volume LV1), it changes the volume LV to the next lower volume LV. Furthermore, when the CPU 51 receives an operation signal from the left button LBT and the vibration adjustment flag does not store post-vibration adjustment information, it 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, it does not change the vibration LV.

[0102] On the other hand, when an operation signal is input from the left button LBT, if the current volume LV has reached the lower limit of the adjustment range, the CPU 51 does not change the volume LV and vibration LV. When the CPU 51 receives an operation signal from the up button UBT, if the current vibration LV has not reached the upper limit of the adjustment range, it 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 up button UBT, if the current vibration LV has reached the upper limit of the adjustment range, it does not change the vibration LV. Furthermore, when the CPU 51 receives an operation signal from the up button UBT, it stores post-vibration adjustment information in the vibration adjustment flag.

[0103] When the CPU 51 receives an operation signal from the down button DBT, if the current vibration LV has not reached the lower limit of the adjustment range (vibration LV1), 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 down button DBT, if the current vibration LV has reached the lower limit of the adjustment range, the CPU 51 does not change the vibration LV. Furthermore, when the CPU 51 receives an operation signal from the down button DBT, the CPU 51 stores post-vibration adjustment information in the vibration adjustment flag.

[0104] When the CPU 51 inputs a startup command (initialization command or power recovery command), it sets initial values (volume LV1, vibration LV1) for the volume LV and vibration LV of the RWM 53 in startup processing. The initial values for the volume LV and vibration LV are stored in the ROM 52. Furthermore, when the startup command is input, if post-vibration adjustment information is stored in the vibration adjustment flag of the RWM 53, the CPU 51 erases the post-vibration adjustment information.

[0105] The CPU 51 specifies the current volume based on the volume LV stored in the RWM 53, and executes various sound effects according to the specified current volume. The CPU 51 specifies the current vibration intensity based on the vibration LV stored in the RWM 53, and executes various vibration effects according to the specified current vibration intensity.

[0106] Next, the vibration effects executed in the pachinko gaming machine 10 will be described. The vibration effect is an effect that can be executed during the variable game, and is an effect that vibrates the first button BT1 in a predetermined effect pattern by transmitting vibrations from the vibration motor MT to the first button BT1. There are three types of vibration effects: a pre-reading vibration effect, a press vibration effect, and a post-return vibration effect.

[0107] The pre-reading vibration effect is a vibration effect executed as a pre-reading effect. The pre-reading effect is an effect that suggests that a variable game (special game) that has not yet started and that is stored as a reserved memory may become a jackpot. The pre-reading vibration effect is an effect that can be executed for a first special game. When a 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 pre-reading vibration effect has not been determined, the pre-reading vibration effect can be executed before the stored first special game starts. When there is a first special game that will be executed before the stored first special game and the execution of the pre-reading vibration effect has not been determined, the pre-reading vibration effect is determined by a lottery using a predetermined random number when the first special game is stored.

[0108] When a decision is made to execute the pre-reading vibration effect, the pre-reading vibration effect is executed during the execution of a variation game that is executed before the start of the target variation, assuming that the variation game that triggered the decision to execute the pre-reading vibration effect is a specific variation game (hereinafter referred to as target variation). The pre-reading vibration effect is an effect that suggests the possibility that the target variation will result in a jackpot. The pre-reading vibration effect is executed at a predetermined timing during the execution of the variation game. The predetermined timing at which the pre-reading vibration effect is executed during the execution of the variation game is the same timing as the start of the variation game. In this case, the pre-reading vibration effect is executed without requiring the operation of the first button BT1. The predetermined timing at which the vibration effect is executed during the execution of the variation game is an example of a first execution condition for the vibration effect. The pre-reading vibration effect is executed regardless of whether a reach effect is executed in the variation game that is executed before the start of the target variation. If a reach effect is executed during the execution of the variation game, the period during which the pre-reading vibration effect is executed is a predetermined period before the reach effect starts.

[0109] When there are multiple variable games that are executed before the target change starts, the pre-reading vibration effect is executed each time multiple variable games are executed. For example, when the first special reserve number is "3," a game ball enters the first starting hole 12, and a new first special game is stored, triggering a decision to execute the pre-reading vibration effect. In this case, the pre-reading vibration effect is executed each time three variable games are executed before the target change starts. The pachinko gaming machine 10 is configured so that the probability of a jackpot due to target change 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] The pachinko gaming machine 10 is configured so that both the look-ahead vibration effect and the push-down vibration effect can be executed in one variation game. When both the look-ahead vibration effect and the push-down vibration effect are executed in one variation game, the look-ahead vibration effect is executed before the NR effect starts, and the push-down vibration effect is executed during the execution of the NR effect, according to the execution timing described above.

[0114] The post-return vibration effect is an effect that is executed at a predetermined timing during the execution of the target variation that is executed after the power supply to the pachinko gaming machine 10 is cut off after the execution of the look-ahead vibration effect has been decided but before the target variation starts, and then the power supply is resumed. The time when the post-return vibration effect is executed is the time when a predetermined time (for example, 3 seconds) has elapsed since the target variation started. Like the look-ahead vibration effect, the post-return vibration effect is also executed at a predetermined timing during the execution of the variation game without requiring the operation of the first button BT1. In other words, like the look-ahead vibration effect, the post-return vibration effect is also executed when the first execution condition is met.

[0115] In the pachinko gaming machine 10, even if the power supply to the pachinko gaming machine 10 is cut off before the target variation starts and then the power supply is resumed, one or more variation games are executed before the target variation starts, the look-ahead vibration effect is not executed during the execution of the variation game. In this way, the pachinko gaming machine 10 is configured so that, after it is determined that a look-ahead vibration effect will be executed, if the power supply to the pachinko gaming machine 10 is cut off before the target variation starts and then the power supply is resumed, the post-restoration vibration effect is executed.

[0116] As shown in FIG. 7, the vibration effect includes effect patterns EP1 to EP3. In the pachinko gaming machine 10, a vibration effect is executed based on one of effect patterns EP1, EP2, and EP3. The vibration intensity when a vibration effect is executed based on each effect pattern corresponds to the vibration level set at the time the vibration effect is executed. Effect pattern EP1 is an effect pattern in which the first button BT1 continuously vibrates for a first time period (for example, one second) and is executed when a pre-reading vibration effect is executed. Effect pattern EP2 is an effect pattern in which the first button BT1 continuously vibrates for a second time period (for example, three seconds) and is executed when a press vibration effect is executed. Effect pattern EP3 is an effect pattern in which the first button BT1 continuously vibrates for a third time period (for example, five seconds) and is executed when a post-recovery vibration effect is executed. The effect pattern EP1 is an example of a first effect pattern, and the effect pattern EP2 and effect pattern EP3, which are different from the first effect pattern, are examples of a second effect pattern.

[0117] Thus, the total time for which the first button BT1 vibrates in the vibration effect differs between effect pattern EP1, effect pattern EP2, and effect pattern EP3. That is, in the pachinko gaming machine 10, the total time for which the first button BT1 continues to vibrate in the vibration effect differs when a look-ahead vibration effect is executed, when a button press vibration effect is executed, and when a post-return vibration effect is executed. That is, the vibration effect mode differs between a case where a look-ahead vibration effect is executed during execution of a variation game before the target variation starts, a case where a button press vibration effect is executed during execution of a variation game, and a case where the power supply to the pachinko gaming machine 10 is cut off and then resumed, and then a post-return vibration effect is executed during the target variation.

[0118] The following describes the pre-reading vibration effect processing performed by the CPU 51 to execute the pre-reading vibration effect. The CPU 51 that controls the pre-reading vibration effect is an example of a pre-reading effect control means. The CPU 51 determines whether a look-ahead command has been input. If a look-ahead command has been input, the CPU 51 determines whether the first special reserved number identifiable from the look-ahead command is 2 or greater. If the first special reserved number identifiable from the look-ahead command is 2 or greater, the CPU 51 determines whether the setting value of the in-execution flag, which indicates the execution status of the look-ahead vibration effect stored in the RWM 53, is a value indicating that the effect is being executed or a value indicating that the effect is not being executed. In this embodiment, if the execution of the look-ahead vibration effect has already been decided or is already being executed at the time the look-ahead command is input, a new look-ahead vibration effect is not executed. In the in-execution flag, the fact that a look-ahead vibration effect is being executed includes a situation in which the execution of a look-ahead vibration effect has been decided and the first look-ahead vibration effect has not yet started. In the in-execution flag, the fact that a look-ahead vibration effect is not being executed includes a situation in which the execution of a look-ahead vibration effect has not been decided.

[0119] When the setting value of the execution flag indicates that the game is not being executed, the CPU 51 performs a lottery using a predetermined random number to determine whether or not to execute a pre-read vibration effect. At this time, the CPU 51 performs the execution determination for the pre-read vibration effect so that the expected jackpot probability of target fluctuation is higher when the pre-read vibration effect is executed than when the pre-read vibration effect is not executed. In this case, the CPU 51 may perform the execution determination so that the execution rate of the pre-read vibration effect when a jackpot pre-read command is input is higher than the execution rate of the pre-read vibration effect when a loss pre-read command is input. The total execution rate of the pre-read vibration effect is the sum of the execution rate of the pre-read vibration effect when a jackpot pre-read command is input and the execution rate of the pre-read vibration effect when a loss pre-read command is input.

[0120] When it is determined that a look-ahead vibration effect is to be executed, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the look-ahead vibration effect is being executed. The CPU 51 also stores the first special reserved number, which can be determined from the input look-ahead command, in the RWM 53 as remaining game number information, which can determine the number of games remaining until the target fluctuation starts. When the CPU 51 has stored the remaining game number information in the RWM 53, the CPU 51 updates the remaining game number information by subtracting 1 each time a fluctuation start command is input. Furthermore, the CPU 51 references the updated remaining game number information and controls the vibration motor MT to execute a look-ahead vibration effect based on the effect pattern EP1 at a predetermined timing each time a fluctuation start command is input until the target fluctuation starts (until the remaining game number information becomes 0). At this time, the CPU 51 controls the vibration motor MT to execute a look-ahead vibration effect according to the current vibration intensity determined from the vibration LV stored in the RWM 53. Furthermore, the CPU 51 executes a look-ahead vibration performance until the remaining game number information becomes 0, regardless of whether the fluctuation pattern that can be identified from the input fluctuation start command is a big win fluctuation pattern, a miss reach fluctuation pattern, or a miss fluctuation pattern.

[0121] When the first special reserved number identifiable from the look-ahead command input before deciding to execute the look-ahead vibration effect is 2, the CPU 51 executes the look-ahead vibration effect during execution of one variation game executed before the target variation starts. On the other hand, when the first special reserved number identifiable from the look-ahead command input before deciding to execute the look-ahead vibration effect is 3 or more, the CPU 51 executes the look-ahead vibration effect during execution of multiple variation games executed before the target variation starts (each time multiple variation games are executed).

[0122] When the updated remaining number of games information becomes 0, the CPU 51 sets a value indicating that the look-ahead vibration effect is not being executed to the execution flag of the RWM 53. Thereafter, the CPU 51 ends the look-ahead vibration effect process.

[0123] The press vibration effect process performed by the CPU 51 to execute the press vibration effect will be described. The CPU 51 determines whether a fluctuation start command has been input. If a fluctuation start command has been input, the CPU 51 identifies a fluctuation pattern from the fluctuation start command and determines whether the identified fluctuation pattern is a fluctuation pattern in which an NR effect is performed (including a fluctuation pattern in which an SR effect is performed after an NR effect is performed). If the identified fluctuation pattern is a fluctuation pattern in which an NR effect is performed, the CPU 51 performs a lottery using a predetermined random number to determine whether or not a press vibration effect is to be performed when the first button BT1 is operated during the valid operation period. The CPU 51 performs a press vibration effect execution determination so that the likelihood of a jackpot is higher when the press vibration effect is executable than when the press vibration effect is not executable. In this case, the CPU 51 may perform an execution determination so that the percentage of the total percentage of press vibration effect execution determinations in which a press vibration effect is executable when a jackpot fluctuation pattern is identified is higher than the percentage of press vibration effect execution determinations in which a miss-lead fluctuation pattern is identified. The total percentage for determining whether or not to execute the press vibration effect is the sum of the percentage for which the press vibration effect can be executed when a jackpot fluctuation pattern is identified and the percentage for which the press vibration effect can be executed when a miss reach fluctuation pattern is identified. Note that the CPU 51 determines whether or not to execute the press vibration effect, regardless of whether the set value of the execution flag that indicates the execution status of the look-ahead vibration effect stored in the RWM 53 is a value indicating that the effect is being executed or a value indicating that the effect is not being executed.

[0124] In either case where it has been decided or not to execute a press vibration effect when the first button BT1 is operated during the valid operation period, the CPU 51 sets the valid operation period for the press vibration effect at a predetermined timing during execution of the NR effect. Furthermore, the CPU 51 controls the effect device group DE to execute an operation prompt effect that encourages the operation of the first button BT1 during the valid operation period. When executing an operation prompt effect, the CPU 51 controls the effect display device EH to display an image that encourages the operation of the first button BT1. The valid operation period for the press vibration effect is the period during which the operation of the first button BT1 is reflected in the press vibration effect.

[0125] When the operation prompting effect starts, the CPU 51 sets a value indicating the upper limit of the valid operation period in the valid operation timer of the RWM 53, and starts subtracting the value of the valid operation timer. That is, in this embodiment, the period during which the value of the valid operation timer of the RWM 53 is being subtracted becomes the valid operation period. When the CPU 51 receives an operation signal from the first button BT1 during the valid operation period, it ends the operation prompting effect, erases the value set in the valid operation timer of the RWM 53, and ends the valid operation period. In this embodiment, erasing the value set in the timer means setting the timer value to 0 (zero).

[0126] If the CPU 51 determines that a press vibration effect should be executed when the first button BT1 is operated during the valid operation period, the CPU 51 controls the vibration motor MT to execute a press vibration effect based on the effect pattern EP2 in response to an input of an operation signal from the first button BT1 during the valid operation period. At this time, the CPU 51 controls the vibration motor MT to execute a press vibration effect according to the current vibration intensity determined from the vibration LV stored in the RWM 53. Even if the CPU 51 determines that a press vibration effect should be executed when the first button BT1 is operated during the valid operation period, the CPU 51 does not execute the press vibration effect if an operation signal from the first button BT1 is not input during the valid operation period. Furthermore, if the CPU 51 does not determine that a press vibration effect should be executed when the first button BT1 is operated during the valid operation period, the CPU 51 does not execute the press vibration effect even if an operation signal from the first button BT1 is input during the valid operation period. The CPU 51 then terminates the press vibration effect processing.

[0127] The post-recovery vibration effect processing performed by the CPU 51 to execute the post-recovery vibration effect will be described. The CPU 51 determines whether a power restoration command has been input. If the power restoration command has been input, the CPU 51 determines whether the setting value of the in-progress flag, which indicates the execution status of the pre-read vibration effect stored in the RWM 53, is a value indicating that the effect is in progress or a value indicating that the effect is not in progress. As described above, since the in-progress flag is included in the secondary backup information, the CPU 51 can determine the execution status of the pre-progress vibration effect when the power supply was cut off before the power restoration command was input by referring to the setting value of the in-progress flag when the power restoration command was input.

[0128] If the setting value of the in-progress flag indicates that the game is being executed, the CPU 51 decides to execute a post-recovery vibration effect and stores post-recovery vibration effect information in the RWM 53, which can identify that a post-recovery vibration effect has been decided to be executed. Thereafter, the CPU 51 updates the remaining number of games information stored in the RWM 53 by subtracting 1 each time a fluctuation start command is input. The CPU 51 does not execute a look-ahead vibration effect during the period from input of the power recovery command to the start of target fluctuation. Specifically, after inputting the fluctuation start command, the CPU 51 determines whether post-recovery vibration effect information is stored in the RWM 53. If post-recovery vibration effect information is stored in the RWM 53 and the remaining number of games information is not 0, the CPU 51 does not execute a look-ahead vibration effect during the execution of the fluctuation game for which the fluctuation start command was input.

[0129] When the remaining number of games information becomes 0, the CPU 51 determines whether post-return vibration effect information is stored in the RWM 53. If post-return vibration effect information is stored, the CPU 51 erases the post-return vibration effect information and controls the vibration motor MT to execute a post-return vibration effect based on the effect pattern EP3 when a predetermined time (e.g., 3 seconds) has elapsed since the target movement began. At this time, the CPU 51 controls the vibration motor MT to execute a post-return vibration effect according to the current vibration intensity determined from the vibration LV stored in the RWM 53. Furthermore, when the remaining number of games information becomes 0, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that a look-ahead vibration effect is not being executed. Thereafter, the CPU 51 ends the post-return vibration effect processing.

[0130] A specific example of how the predictive vibration effect is executed will be described. As shown in Figure 8, for example, if the first special reserve number is 3 and a decision is made to execute a pre-reading vibration effect when a first special game is newly stored, the pre-reading vibration effect will be executed in the three variation games executed before the target variation begins.

[0131] 8(a) shows an example of a case where it is decided to execute a look-ahead vibration effect when the volume is at LV1 and the vibration is at LV1. In this case, the first look-ahead vibration effect starts at time T01, when the variation game three times before the target variation starts. At this time, the look-ahead vibration effect is executed based on the effect pattern EP1 according to the vibration intensity determined from the vibration LV1. Specifically, the look-ahead vibration effect is executed during the period from time T01 to time T02, which is until one second has elapsed since the variation game started.

[0132] Thereafter, a second look-ahead vibration effect is executed during the period from time T03 to time T04 during the execution of the variation game two games before the target variation, and a third look-ahead vibration effect is executed during the period from time T05 to time T06 during the execution of the variation game one game before the target variation. Similar to the first look-ahead vibration effect, the second look-ahead vibration effect and the third look-ahead vibration effect are executed based on the effect pattern EP1 according to the vibration intensity determined from vibration LV1. Thereafter, a target variation (specific variation game) is executed during the period from time T07 to time T08. Note that the volume LV does not change during the period from the start of the variation game three games before the target variation to the end of the target variation, so during this period, sound effects are executed according to the volume determined from volume LV1.

[0133] FIG. 8(b) shows an example in which the execution of a look-ahead vibration effect is determined with the volume and vibration levels at LV1, and the right button RBT is operated after the look-ahead vibration effect is executed during the execution of the variation game three times before the target change, thereby adjusting the volume level and changing the vibration level in conjunction with the volume level adjustment. In this case, the first look-ahead vibration effect starts at time T11, when the variation game three times before the target change starts. At this time, the look-ahead vibration effect is executed based on the effect pattern EP1 according to the vibration intensity determined from the vibration level LV1. Specifically, the look-ahead vibration effect is executed during the period from time T11 to time T12, which is the time one second has elapsed since the variation game started.

[0134] At time T13, after the first look-ahead vibration effect has ended during the execution of the variation game three times before the target change, when the right button RBT is operated, the volume level LV is changed from volume level LV1 to volume level LV2. When the volume level LV is changed, an audio effect is executed according to the volume determined from the changed volume level LV from the time the volume level LV is changed. When the volume level LV is changed, the vibration level is also changed to a vibration level corresponding to the changed volume level LV. That is, at time T13, the vibration level is changed from vibration level LV1 to vibration level LV2. Then, at time T14, when the variation game two times before the target change starts, a look-ahead vibration effect is executed based on the effect pattern EP1 according to the vibration intensity determined from vibration level LV2. Furthermore, during the execution of the variation game one time before the target change, from time T16 to time T17, a third look-ahead vibration effect is executed, similar to the second look-ahead vibration effect. Then, from time T18 to time T19, the target change (specific variation game) is executed.

[0135] In this way, when it is decided to execute a look-ahead vibration effect, during the execution of the variation game which is executed from the time when it is decided to execute the look-ahead vibration effect until the target variation starts, a sound effect is executed according to the volume determined from the current volume LV, and the look-ahead vibration effect is executed according to the vibration intensity determined from the current vibration LV.

[0136] A specific example of how the press vibration effect is executed will be described. As shown in FIG. 9, the press vibration effect is an effect that is executed when the first button BT1 is operated during execution of the NR effect.

[0137] FIG. 9(a) shows an example of a case where a press vibration effect is executed with volume LV1 and vibration LV1. In this case, a variable game in which an NR effect is executed is started at time T31. During the execution of the variable game, a sound effect is executed according to the volume determined from volume LV1. Thereafter, at time T32, an NR effect is started. During the execution of the NR effect, an operation valid period for the first button BT1 is set, and if the first button BT1 is operated at time T33 during this operation valid period, the press vibration effect is started. At this time, the press vibration effect is executed based on effect pattern EP2 according to the vibration intensity determined from vibration LV1. Specifically, the press vibration effect is executed during the period from time T33 to time T34, which is three seconds after the first button BT1 is operated.

[0138] Figure 9(b) shows an example of a case where a variable game is started in which a press vibration effect is executed with the volume and vibration levels at 3, and the left button LBT is operated before the press vibration effect is executed, thereby adjusting the volume level and changing the vibration level in conjunction with the adjustment of the volume level.

[0139] In this case, at time T41, a variable game in which an NR effect is executed is started. At this time, an audio effect is executed according to a volume determined from the volume LV3. Thereafter, at time T42 before the press vibration effect is executed, when the left button LBT is operated, the volume LV is changed from volume LV3 to volume LV2. When the volume LV is changed, an audio effect is executed according to a volume determined from the changed volume LV from the time the volume LV is changed. When the volume LV is changed, the vibration LV is also changed to a vibration LV corresponding to the changed volume LV. In other words, at time T42, the vibration LV is changed from vibration LV3 to vibration LV2. Thereafter, an NR effect is started at time T43, and if the first button BT1 is operated at time T44 during the execution of the NR effect, a press vibration effect is executed from time T44 to time T45. At this time, the press vibration effect is executed based on effect pattern EP2 according to the vibration intensity determined from the vibration LV2.

[0140] In this way, during the execution of a variable game in which a press vibration effect is executed, a sound effect is executed according to the volume determined from the current volume LV, and when the first button BT1 is operated during the effective operation period while the NR effect is being executed, a press vibration effect is executed according to the vibration intensity determined from the current vibration LV.

[0141] 8(b) and 9(b), in the pachinko gaming machine 10, if the state related to the effects changes during the execution of a variation game when the up button UBT and the down button DBT are not operated after the power supply is started, the state related to the vibration also changes. Specifically, if the volume level (LV) is changed during the execution of a variation game, an audio effect is executed according to the volume determined from the changed volume level from the moment the volume level was changed. Furthermore, if the volume level (LV) is changed during the execution of a variation game when the up button UBT and the down button DBT are not operated after the power supply is started, the vibration level becomes the vibration level corresponding to the changed volume level from the moment the volume level was changed. Then, from the moment the vibration effect is first executed after the volume level is changed, a vibration effect is executed according to the vibration intensity determined from the changed vibration level. Note that in this embodiment, even if the vibration level is changed without changing the volume level during the execution of a variation game, a vibration effect is executed according to the vibration intensity determined from the changed vibration level from the moment the vibration effect is first executed after the vibration level is changed.

[0142] A specific example of how the post-recovery vibration effect is executed will be described below. As shown in Figure 10, for example, when the first special reserved number is 3 and the first special game is newly stored, it is decided to execute a predictive vibration effect, and if the power supply to the pachinko game 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, the post-return vibration effect is executed during the execution of the target variation.

[0143] FIG. 10 shows an example in which a decision is made to execute a predictive vibration effect when the volume and vibration levels are both set to 3, and power supply to the pachinko gaming machine 10 is cut off during the execution of a variable game three times prior to the target change, and then power supply is resumed. In this case, at time T51, a variable game three times prior to the target change is started, and an audio effect is executed according to the volume determined from the audio level 3. A predictive vibration effect is executed based on the effect pattern EP1 according to the vibration intensity determined from the vibration level 3. At time T53 after the predictive vibration effect ends, power supply to the pachinko gaming machine 10 is cut off, and power supply is resumed at time T54. At this time, the volume and vibration levels stored in the RWM 53 are reset to their initial values (volume LV1, vibration LV1). Therefore, from time T54 when power supply is resumed, audio effects are executed according to the volume determined from the volume level 1.

[0144] Thereafter, at time T55, the variation game two games before the target variation starts. At this time, the look-ahead vibration effect is not executed during the execution of the variation game. Furthermore, the look-ahead vibration effect is not executed during the execution of the variation game one game before the target variation that starts at time T56. Thereafter, the target variation starts at time T57. During the execution of the target variation, the post-recovery vibration effect starts at time T58, when a predetermined time (for example, 3 seconds) has elapsed since the start of the target variation. The post-recovery vibration effect is executed based on the effect pattern EP3 according to the vibration intensity identified from vibration LV1. The post-recovery vibration effect is executed during the period from time T58 to time T59, from the start of the post-recovery vibration effect until 5 seconds have elapsed.

[0145] In this way, after it is decided to execute the look-ahead vibration effect, the power supply to the pachinko gaming machine 10 is cut off, and after the power supply is subsequently resumed, the look-ahead vibration effect is not executed before the target variation starts, and it is possible to execute the post-return vibration effect while the target variation is being executed. Note that, if multiple variation games are executed before the target variation starts after it is decided to execute the look-ahead vibration effect, even before the look-ahead vibration effect is executed in any of the multiple variation games, the power supply to the pachinko gaming machine 10 is cut off, and after the power supply is subsequently resumed, the look-ahead vibration effect is not executed.

[0146] In addition, the timing at which the predictive vibration effect is executed during the execution of the variable game before the target variation starts and the timing at which the post-return vibration effect is executed during the execution of the target variation are different in terms of the elapsed time from the start of the variable game in which the vibration effect is executed.

[0147] The effects of this embodiment will be described. (1) There are different volume levels LV1 to LV10 for the sound effects, and when the sound effects change from volume level LV1 to a level different from volume level LV1, the state related to the operation of the movable means can be changed to one of the vibration levels corresponding to the changed volume level. In other words, when the sound effects change to a different level, the state related to the operation of the movable means can also be changed. Therefore, the vibration effects can be suitably executed in accordance with the sound effects, which can increase interest in the game.

[0148] (2) For example, if the intensity at which the first button BT1 vibrates during a vibration effect is set regardless of the volume level, there is a risk that the vibration sound of the first button BT1 may make it difficult for the player to hear the audio effect. In response to this, the intensity at which the first button BT1 vibrates during a vibration effect can be changed to an intensity that corresponds to the changed volume level in accordance with a change in the volume level. This allows the vibration effect to be executed at an appropriate intensity in accordance with the volume level.

[0149] (3) The vibration level can be adjusted by operating the up button UBT and the down button DBT. Furthermore, after adjusting the vibration level, the vibration level is maintained even if the volume level is adjusted. Therefore, for players who want to enjoy vibration effects at a vibration level that suits their preferences, regardless of the volume level, the vibration level can be adjusted to suit their preferences by operating the up button UBT and the down button DBT, and the volume level can be adjusted while maintaining the vibration level that suits their preferences. Furthermore, the volume level is maintained even when the vibration level is adjusted. Therefore, for players who want to enjoy sound effects at a volume level that suits their preferences, regardless of the vibration level, the volume level can be adjusted to suit their preferences by operating the up button UBT and the down button DBT, and then operating the right button RBT and the left button LBT.

[0150] (4) Vibration effects based on the effect patterns EP1 to EP3 are executed according to the respective set vibration levels. Therefore, the user can enjoy different vibration effect patterns according to the respective set vibration levels.

[0151] (5) The total time the first button BT1 vibrates varies depending on the vibration effect pattern. Therefore, when vibration effects are executed based on different effect patterns, the player can enjoy the difference in the total time the first button BT1 vibrates.

[0152] (6) Regardless of the volume level (LV1 to LV10), vibration effects can be enjoyed based on the effect patterns EP1 to EP3 in each set state. Therefore, regardless of the set volume level (LV), the vibration effect patterns can be varied.

[0153] (7) In some cases, a vibration effect is triggered by the operation of the first button BT1. This can increase the player's motivation to operate the first button BT1. Furthermore, the player can enjoy the difference in the type of vibration effect that is executed between when the first button BT1 is operated and when a predetermined timing occurs during the execution of the variable game, without the need to operate the first button BT1. Specifically, the player can enjoy the difference in the total time that the first button BT1 vibrates between when the vibration effect is triggered by the operation of the first button BT1 and when a predetermined timing occurs during the execution of the variable game.

[0154] (8) Regardless of the volume level (LV1 to LV10), vibration effects may be triggered by a predetermined timing during the execution of the variable game without requiring the first button BT1 to be operated, or may be triggered by the operation of the first button BT1. This allows for a variety of triggers for the vibration effects to be triggered regardless of the set volume level.

[0155] (9) When it is decided to execute a look-ahead vibration effect, the look-ahead vibration effect is executed during one or more variable games executed before the start of the target variation that triggered the decision to execute the look-ahead vibration effect. On the other hand, after it is decided to execute a look-ahead vibration effect, if the power supply to the pachinko gaming machine 10 is cut off and then the power supply is resumed, the look-ahead vibration effect is not executed during the variable game executed before the start of the target variation, and the post-return vibration effect is executed during the target variation. Therefore, after it is decided to execute a look-ahead vibration effect, if the power supply to the gaming machine is cut off before the vibration effect is executed and if it is not cut off, the player can be given a different impression of the variable game in which the vibration effect is executed, and the player can enjoy the difference.

[0156] (10) Depending on the time elapsed from the start of the variable game until the timing at which the vibration effect is executed, it is possible to recognize whether the executed vibration effect is a look-ahead vibration effect or a post-return vibration effect. Therefore, compared to when the time elapsed from the start of the variable game until the vibration effect is executed is uniform, it is possible to suppress confusion between the look-ahead vibration effect and the post-return vibration effect. Furthermore, it is possible to enjoy the difference in the timing at which the vibration effect is executed after the start of the variable game between the look-ahead vibration effect and the post-return vibration effect.

[0157] (11) The total time that the first button BT1 vibrates during the vibration effect allows the user to recognize whether the vibration effect being executed is a look-ahead vibration effect or a post-recovery vibration effect. In other words, the type of vibration effect allows the user to recognize whether the vibration effect being executed is a look-ahead vibration effect or a post-recovery vibration effect. Therefore, compared to when the type of vibration effect is uniform, it is possible to prevent the look-ahead vibration effect and the post-recovery vibration effect from being confused and recognized. This allows the user to enjoy the difference in the type of vibration effect between the look-ahead vibration effect and the post-recovery vibration effect.

[0158] (12) By operating the adjustment switch 54, the manager of the amusement facility or the like can set the 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. Therefore, the adjustment ranges of the volume LV and the vibration LV can be suitably set according to the intention of the manager of the amusement facility.

[0159] (13) During the period when the volume LV and the vibration LV are adjustable, an adjustment image CG is displayed on the effect display device EH. The adjustment image CG includes information that identifies that the volume LV can be changed by operating the left button LBT and the right button RBT, and information that identifies 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 and the vibration LV are adjustable, the player can be made aware that the volume LV and the vibration LV are adjustable and how to operate them.

[0160] (14) During the period when the volume LV is adjustable and the period when the vibration LV is adjustable, the performance display device EH displays a volume image OG and a vibration image SG. The volume image OG includes information that can identify a numerical value indicating the current volume LV, and the vibration image SG includes information that can identify a numerical value indicating the current vibration LV. This allows the user to adjust the volume LV and vibration LV while understanding the current volume LV and vibration LV. This makes it easier to adjust the volume LV and vibration LV than when the volume image OG and vibration image SG are not displayed.

[0161] The above-described embodiment can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.

[0162] In the pachinko gaming machine 10, the operating means and the moving means do not have to be the same. In this case, the pachinko gaming machine 10 may be provided with a moving means capable of executing a moving effect separate from the first button BT1. In this modified example, when the press vibration effect is executed, the moving means separate from the first button BT1 may be configured to vibrate in response to the operation of the first button BT1. Note that, even in this modified example, the look-ahead vibration effect and the post-return vibration effect are executed in response to a predetermined timing during the execution of the variable game, without requiring the operation of the first button BT1. In other words, the moving effect executed by the moving means separate from the first button BT1 may be executed in response to a predetermined timing during the execution of the variable game, or in response to the operation of the first button BT1. The manner in which the moving effect is performed will differ between when a predetermined timing is reached during the execution of the variable game and when the moving effect is performed by another moving means and when the first button BT1 is operated.

[0163] In the above embodiment, the first button BT1 that produces the vibration effect has a pressing portion that oscillates between a first position and a second position over time. When the movable means moves back and forth between predetermined positions, the movable means can be said to vibrate.

[0164] The movement effect is not limited to vibration effects, but may be an effect that uses a movement other than vibration. The first operating state and the second operating state may be states in which the strength of vibrations generated in association with the movement effect when the moving means performs the movement effect is different from each other.

[0165] The pachinko gaming machine 10 may be provided with a moving means capable of executing a moving effect in addition to the first button BT1. That is, the pachinko gaming machine 10 may be provided with a first moving means and a second moving means as moving means capable of executing a moving effect. In this case, the first moving means and the second moving means may execute a moving effect (vibration effect) according to the currently set vibration LV.

[0166] Furthermore, the vibration LV when the vibration effect is executed may be individually adjustable by the first moving means and the second moving means. Even in such a case, when the volume LV is changed, it is preferable that both the vibration LV when the first moving means executes the vibration effect and the vibration LV when the second moving means executes the vibration effect can be changed to a vibration LV corresponding to the changed volume LV.

[0167] The number of adjustable levels for the volume level may be 2 or more and less than 10 levels, or may be 11 or more levels. Similarly, the number of adjustable levels for the vibration level may be 2 or more and less than 7 levels, or may be 8 or more levels.

[0168] The number of adjustable levels for the volume level and the number of adjustable levels for the vibration level may be the same. The first and second performance states do not necessarily have to have different volume levels as long as they are performance states in which the sound effects are different. For example, the first and second performance states may be states in which the types of sounds output are different. Even in such a case, when the performance state is changed, the state related to the operation of the movable means may also be changed to a state corresponding to the changed performance state.

[0169] One or both of the volume LV and the vibration LV may be returned to their initial values at a trigger other than when the pachinko gaming machine 10 is powered on. For example, they may be returned to their initial values when the pachinko gaming machine 10 is controlled to a standby state, or when a predetermined time has elapsed since the pachinko gaming machine 10 was controlled to a standby state. They may also be returned to their initial values when a predetermined number of times the pachinko gaming machine 10 has been controlled to a standby state. Furthermore, the pachinko gaming machine 10 may have an operation means capable of performing an operation to return one or both of the volume LV and the vibration LV to their initial values, and may be returned to their initial values when a predetermined operation is performed by the operation means.

[0170] The volume level LV may be returned to its initial value if the primary backup information is initialized when the pachinko gaming machine 10 is powered on, but may not be returned to its initial value if the primary backup information is not initialized. In this case, the volume level LV of the RWM 53 may be included in the secondary backup information. Then, if the primary backup information is not initialized when the pachinko gaming machine 10 is powered on, the volume level LV may be set based on the backed-up volume level.

[0171] The vibration LV may be returned to its initial value if the primary backup information is initialized when the pachinko gaming machine 10 is powered on, but may not be returned to its initial value if the primary backup information is not initialized. In this case, the vibration LV of the RWM 53 may be included in the secondary backup information. If the primary backup information is not initialized when the pachinko gaming machine 10 is powered on, the vibration LV may be set based on the backed-up vibration LV. In this modified example, the secondary backup information may also include vibration-adjusted information. Furthermore, if the primary backup information is not initialized and vibration-adjusted information is stored when the pachinko gaming machine 10 is powered on, the vibration-adjusted information may not be erased.

[0172] The first and second operating states may be states relating to the operation of the movable means, with different probabilities of vibration effects being produced. For example, the higher the vibration LV, the higher the probability of vibration effects being produced. In other words, the second operating state may be a state in which the probability of a moving effect (vibration effect) being produced is higher than the first operating state.

[0173] When the volume level is LV1, no sound is output from the speaker SP, and no sound effects are performed, and when the volume level is different from the volume level LV1, sound effects are performed at a predetermined volume level.Similarly, when the vibration level is LV1, the vibration motor MT does not vibrate, and no vibration effects are performed, and when the vibration level is different from the vibration level LV1, the vibration motor MT vibrates at a predetermined intensity, and a vibration effect is performed.

[0174] Conversely, when the volume LV is different from the volume LV1, no sound is output from the speaker SP, and no sound effect is performed, and when the volume LV is LV1, a sound effect may be performed at a predetermined volume. Similarly, when the vibration LV is different from the vibration LV1, the vibration motor MT does not vibrate, and no vibration effect is performed, and when the vibration LV is LV1, a vibration effect may be performed with a predetermined intensity at which the vibration motor MT vibrates. In other words, either the first effect state or the second effect state may be a state in which no sound is output from the speaker SP, and either the first operating state or the second operating state may be a state in which the vibration motor MT does not vibrate. Note that even in an effect state in which no sound is output from the speaker SP, the state related to the operation of the movable means may be changeable between the first operating state and the second operating state.

[0175] The decorative lamp LA may be configured to adjust the light intensity LV, which is the light intensity value emitted by the lamp, over a predetermined range. In this case, when the volume LV is adjusted, the light intensity LV may be changed in conjunction with the adjustment of the volume LV, or may be maintained independently of the adjustment of the volume LV. Furthermore, when the vibration LV is adjusted, the light intensity LV may be changed in conjunction with the adjustment of the vibration LV, or may be maintained independently of the adjustment of the vibration LV.

[0176] During the period in which the volume LV is adjustable, there may be a period in which, when the volume LV is changed, the vibration LV can be changed to a vibration LV corresponding to the changed volume LV, and a period in which the vibration LV is maintained even when the volume LV is changed. For example, during a period in which a special game is being played, when the volume LV is changed, the vibration LV can be changed to a vibration LV corresponding to the changed volume LV. On the other hand, during either or both of a standby period and a jackpot period, the vibration LV can be maintained even when the volume LV is changed. In other words, during a period in which a special game is being played, when the state related to the operation of the movable means is in a first operating state in a first presentation state, if a second presentation state different from the first presentation state is entered, the state related to the operation of the movable means can be changed to a second operating state different from the first operating state. On the other hand, during either or both of the periods of the standby state and the period of jackpot play, when the state regarding the operation of the movable means in the first presentation state is the first operating state, the first operating state may be maintained even if a second presentation state different from the first presentation state is entered.

[0177] The pachinko gaming machine 10 may be configured so that the volume of the sound output from the speaker SP and the vibration intensity of the vibration motor MT cannot be adjusted. In this case, the pachinko gaming machine 10 does not need to be equipped with the adjustment switch 54.

[0178] In addition to or instead of the predictive vibration effect, the press vibration effect, and the post-recovery vibration effect, a specific vibration effect may be executed. As an example, the specific vibration effect may be executed during a specific period during a special game or a jackpot game. The specific vibration effect may be executed according to the currently set vibration level. The specific vibration effect may also be executed by vibrating the vibration motor MT at a predetermined constant intensity.

[0179] During the period when the volume LV can be adjusted and the period when 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. As an example, the adjustment image CG may not be displayed during either or both of the period during which the special game is being played and the period during which a jackpot is being played. Also, the adjustment image CG may not be displayed during a portion of the period during which the game is in standby mode. 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 in response to an operation of any one of the left button LBT and the right button RBT. Similarly, the vibration image SG may be displayed for a predetermined time in response to an operation of any one of the up button UBT, the down button DBT, the left button LBT, and the right button RBT. Furthermore, the operation of any one of the left button LBT and the right button RBT may be triggered to display the volume image OG, but not the vibration image SG.

[0181] While vibration effect patterns EP1 to EP3 are different in the total time the first button BT1 vibrates during the vibration effect, the total time the first button BT1 vibrates may be the same for some or all of the vibration effect patterns EP1 to EP3 as long as the vibration effect is different. For example, effect pattern EP1 may be a pattern in which the first button BT1 vibrates continuously for three seconds during one vibration effect, while effect pattern EP2 may be a pattern in which the first button BT1 vibrates for one second, then stops for 0.5 seconds, and repeats this cycle three times during one vibration effect. For example, effect pattern EP3 may be a pattern in which the first button BT1 vibrates for one second, then stops for one second, then vibrates for two seconds during one vibration effect.

[0182] While the total time for which the first button BT1 vibrates in effect pattern EP1 is one second, it may be longer or shorter than one second. In other words, the total time for which the first button BT1 vibrates in effect pattern EP1 may be any desired time. The same applies to effect patterns EP2 and EP3.

[0183] The total time for which the first button BT1 vibrates in the vibration effect may be the same in some of the effect patterns EP1 to EP3. The pre-reading vibration effect may be an effect that suggests the possibility that the target change will result in a big hit or a small hit (hereinafter, big hits and small hits will be collectively referred to as hits). In this case, it is preferable that the pre-reading vibration effect is configured so that the probability of the target change being a hit is higher when it is executed than when it is not executed.

[0184] When it is determined that a pre-reading vibration effect will be executed, if there are multiple variable games that are executed before the target change begins, the pre-reading vibration effect may be executed in some or all of the multiple variable games. For example, if there are two variable games that are executed before the target change begins, the pre-reading vibration effect may be executed in the variable game that occurs one game before the target change, or in the variable games that occur one game before and two games before the target change. In this case, the variable game in which the pre-reading vibration effect will be executed may be determined by lottery using a predetermined random number. Furthermore, the more times the pre-reading vibration effect is executed before the target change begins, the higher the likelihood of a winning target change.

[0185] There may be multiple types of effect patterns in which a pre-reading vibration effect is executed. For example, there may be a first pre-reading effect pattern and a second pre-reading effect pattern, each of which has a different vibration effect. Also, for example, the pre-reading vibration effect executed based on the first pre-reading effect pattern may be configured to have a higher expected hit rate for the target fluctuation than the pre-reading vibration effect executed based on the second pre-reading effect pattern.

[0186] When it is determined that a look-ahead vibration effect should be executed, the vibration effect may be executed for the same period and in the same manner as the look-ahead vibration effect, even while the target is being changed. In other words, the vibration effect may be executed based on the effect pattern EP1 for a first time period (for example, one second) after the target change has started.

[0187] The system may be configured so that the probability of winning the variable game being executed is higher when it is determined that the press vibration effect will be executed when the first button BT1 is operated during the valid operation period, compared to when it is not determined that the press vibration effect will be executed when the first button BT1 is operated during the valid operation period.

[0188] While the press vibration effect is described as being executed during the execution of the NR effect, it may be executed during the period from the start of the variable game until the start of the NR effect, or may be executed during the execution of the SR effect. If the press vibration effect is executed during the period from the start of the variable game until the start of the NR effect, it may be executed after the period during which the pre-reading vibration effect is executed and before the start of the NR effect. Furthermore, the press vibration effect may be an effect that can be executed during a jackpot game. If the press vibration effect is an effect that can be executed during a jackpot game, a lottery using a predetermined random number may be used to determine whether or not to execute the press vibration effect when the first button BT1 is operated during the valid operation period during a jackpot game. Furthermore, the press vibration effect may be always executed when the first button BT1 is operated during the valid operation period during a jackpot game.

[0189] If it is determined that the press vibration effect is to be executed when the first button BT1 is operated during the valid operation period, the press vibration effect may be executed when the valid operation period ends, even if the first button BT1 is not operated during the valid operation period. In other words, the second execution condition for the vibration effect may be satisfied both when the first button BT1 is operated during the valid operation period and when the first button BT1 is not operated during the valid operation period.

[0190] In addition to the second execution condition for the vibration effect, the first execution condition may also include the operation of the first button BT1. It is sufficient that the second execution condition for the vibration effect at least includes the operation of the first button BT1. In this case, for example, the first execution condition and the second execution condition may be fulfilled by different operation modes of the first button BT1. The different operation modes of the first button BT1 may mean, for example, that one execution condition is fulfilled by a single press and the other by a repeated press. Furthermore, while both the first and second execution conditions are fulfilled by a repeated press, the first and second execution conditions may have different upper limits on the number of repeated presses required to fulfill the execution conditions.

[0191] The first and second execution conditions for the vibration effect may be entirely different, or may be partially different. For example, the first and second execution conditions may be the same in that they involve the operation of the first button BT1, but may differ in the manner in which the first button BT1 is operated to achieve the execution condition, as described above. Furthermore, for example, the first and second execution conditions may be the same in that they involve the operation of the first button BT1, but may differ in the probability that the vibration effect will be executed when the first button BT1 is operated, assuming that a lottery is held to determine whether or not the vibration effect will be executed when the first button BT1 is operated.

[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] There may be multiple types of presentation patterns in which a press vibration effect is executed. For example, there may be a first press vibration effect pattern and a second press vibration effect pattern, each of which has a different vibration effect. Also, as an example, when a press vibration effect is executed based on the first press vibration effect pattern, the player may be configured to have a higher expectation of winning in the variable game being executed compared to when a press vibration effect is executed based on the second press vibration effect pattern. Furthermore, as described in the above modified example, when a press vibration effect is executed during a jackpot game, the player may be configured to have a higher expectation of transitioning to a game state that is advantageous to the player after the jackpot game ends when a press vibration effect is executed based on the first press vibration effect pattern compared to when a press vibration effect is executed based on the second press vibration effect pattern.

[0195] If the power supply to the pachinko gaming machine 10 is cut off while the press vibration effect is being executed and then the power supply is resumed, the press vibration effect may be configured not to be executed during the execution of the resumed variable game.

[0196] The timing at which the post-recovery vibration effect starts during target fluctuation is not limited to three seconds after the target fluctuation started, but can be any time a predetermined time has passed since the target fluctuation started.

[0197] There may be multiple types of effect patterns for which a post-return vibration effect is executed. For example, there may be a first post-return vibration effect pattern and a second post-return vibration effect pattern, each of which has a different vibration effect. Also, for example, the system may be configured so that the probability of winning a variable game currently being executed is higher when a post-return vibration effect is executed based on the first post-return vibration effect pattern than when a post-return vibration effect is executed based on the second post-return vibration effect pattern.

[0198] If the power supply to the pachinko gaming machine 10 is cut off while the target variation is being executed and the post-return vibration effect is being executed, and then the power supply is resumed, the machine may be configured so that the post-return vibration effect is not executed during the execution of the resumed variation game.

[0199] The RWM 53 of the sub-board 50 may be configured not to receive power from the backup power supply 62. In other words, the contents stored in the RWM 53 may not be retained if the power supply to the pachinko gaming machine 10 is interrupted. In this case, for example, a specific fluctuation pattern for executing a look-ahead vibration effect may be specified. When the CPU 51 inputs a look-ahead command, the look-ahead vibration effect may be executed if the fluctuation pattern identified from the look-ahead command is the specific fluctuation pattern. Then, the CPU 41 may output a power restoration command to the CPU 51 during power-on processing and output information identifying the number of reserved special games stored as main backup information to the CPU 51. When the CPU 51 inputs the power restoration command and the information identifying the number of reserved special games, the CPU 51 may determine whether a fluctuation start command identifying a specific fluctuation pattern has been input at the time of inputting the fluctuation start command until the number of fluctuation start commands identified from the information identifying the number of reserved special games input is the same. When the CPU 51 inputs a fluctuation start command that can identify a specific fluctuation pattern, the CPU 51 may execute a post-return vibration effect during execution of a 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, the initial operation may be performed at a predetermined vibration LV from among multiple types of vibration LV, regardless of the volume LV when the CPU 51 input the startup command. Furthermore, 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. In other words, during the execution of the initial operation of the vibration motor MT, even if the state related to the performance is changed, the state related to the operation of the movable means may not be changed. Furthermore, the CPU 51 may control the vibration motor MT to perform the initial operation when an initialization command is input, and not perform the initial operation when a power recovery command is input.

[0201] If the volume level is changed while a vibration effect is being executed, the currently executing vibration effect may be configured to continue to be executed according to the vibration level that was set when the vibration effect started until the vibration effect ends. In this case, after the currently executing vibration effect ends, the vibration effect may be executed according to the vibration level corresponding to the changed volume level from the time the next vibration effect is executed. For example, when the state related to the operation of the movable means in the first effect state is the first operating state, if the state changes to a second effect state different from the first effect state during the execution of the movable effect, the movable effect corresponding to the second operating state may be executed from the time the next movable effect is executed.

[0202] If the volume level is changed while a vibration effect is being performed, a vibration effect may be performed according to the vibration level corresponding to the changed volume level from the moment the volume level is changed.

[0203] A light-emitting effect may be executed in conjunction with the execution of a vibration effect. In this case, the light-emitting effect may be configured to be different in appearance depending on whether the vibration state is the first operating state or the second operating state.

[0204] The pachinko gaming machine 10 may be configured such that, when it is started up with the initialization of the main backup information, an initialization notification that can identify that it has been started up with the initialization of the main backup information is executed for a predetermined period of time.

[0205] The pachinko gaming machine 10 may be configured to be able to detect predetermined errors and to issue an error notification when a predetermined error occurs. Examples of predetermined errors include a magnetic error, an induction magnetic field detection error, an illegal prize slot entry error, a wire break error, a door open error, and a payout error. A magnetic error occurs when a magnetic sensor installed in the pachinko gaming machine 10 detects a magnetic field of a predetermined strength or greater as part of fraud prevention measures. An induction magnetic field detection error occurs when an induction magnetic field detection sensor (radio wave sensor) installed in the pachinko gaming machine 10 detects radio waves in a specific frequency band as part of fraud prevention measures. An illegal prize slot entry error occurs when an illegal ball entry into the large prize slot is detected. A wire break error occurs when an abnormality occurs in the connection of switches on the circuit board. An open door error occurs when the mounting frame 11b of the pachinko gaming machine 10 is open. A payout error is a state in which an error related to payout occurs on the payout control board (not shown) provided in the pachinko gaming machine 10.

[0206] In the above modified example, when either 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 level and the vibration level may not be changed. In other words, when either or both of the initialization notification and the error notification are being executed, the state related to the presentation and the state related to the operation of the movable means may not be changed.

[0207] The pachinko gaming machine 10 may be equipped with a function (so-called complete function) that stops the operation of the pachinko gaming machine 10 before the number of balls dispensed from the pachinko gaming machine 10 exceeds a reference number (value). The pachinko gaming machine 10 may be configured so that operation of the second button BT2 is not reflected and the volume LV and vibration LV cannot be changed during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function. In other words, the state related to the presentation and the state related to the operation of the movable means may not change during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function.

[0208] In the above modified example, even if the volume LV is changed during 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. In other words, even if the state related to the presentation is changed during 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 special effects, the execution probability of which can be customized, as effects that can be executed during the execution of a variable game. For example, the special effects may be effects executed by one or more effect execution means, and may indicate the expected probability of a jackpot in 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 if the execution probability of the special effect is customized.

[0210] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V zone") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.

[0211] If a small win is won in the special win lottery, a small win game (winning game) may be awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win rush) compared to a normal game state (for example, a low normal state).

[0212] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates gaming 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 specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0214] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-integrated control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, an audio control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, audio control substrate, and lamp control substrate may be the same substrate. Furthermore, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.

[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. The functions of the main board 40 may also be realized by dividing them into multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.

[0216] The type of jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in a jackpot game, the upper limit time for which the jackpot opening 14 is open, and the opening mode (opening pattern) of the jackpot opening 14 may be changed.

[0217] The first special game and the second special game may be played in accordance with the order in which the game balls enter the starting holes 12, 13, or may be played simultaneously in parallel. The upper limit numbers of the first special reserve number and the second special reserve number may be changed as appropriate. The upper limit numbers of the first special reserve number and the second special reserve number may be different numbers. The CPU 41 may also control so as not to reserve execution of either the first special game or the second special game.

[0218] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note 1) A gaming machine in which the total time during which the movable means operates in the movable presentation differs between the first presentation pattern and the second presentation pattern.

[0219] (Appendix 2) A gaming machine in which, regardless of whether the state related to the presentation is the first presentation state or the second presentation state, the movable presentation may be executed based on the first presentation pattern or the second presentation pattern.

[0220] (Appendix 3) A gaming machine comprising: a power imparting means for imparting power; and an effect execution means for executing an effect, wherein the effect execution means includes a movable means that can execute a moving effect by being imparted with power by the power imparting means; the states related to the effect include a first effect state and a second effect state, which are effect states with different sound effect presentation patterns; the states related to the operation of the movable means include a first operating state and a second operating state; and when the state related to the operation of the movable means in the first performance state is the first operating state, if the state becomes the second performance state different from the first performance state, the moving effect can be executed in the second operating state different from the first operating state.

[0221] (Appendix 4) A device comprising power imparting means for imparting power, operating means capable of performing predetermined operations, and performance execution means for executing a performance, wherein the performance execution means includes movable means capable of performing a moving performance by being imparted with power from the power imparting means, and the states relating to the performance include a first performance state and a second performance state as performance states in which the performance manner of the sound performance is different, and the states relating to the operation of the movable means include a first operating state and a second operating state, and when the state relating to the operation of the movable means in the first performance state is the first operating state, the second performance state different from the first performance state is When the moving effect is in the first operating state, the moving effect can be executed in the second operating state different from the first operating state, and the moving effect may be executed in response to the fulfillment of a first execution condition, or in response to the fulfillment of a second execution condition different from the first execution condition, and the manner of the moving effect differs between when the moving effect is executed in response to the fulfillment of the first execution condition and when the moving effect is executed in response to the fulfillment of the second execution condition, and at least the second execution condition includes operating the operation means.

[0222] (Appendix 5) A gaming machine that stores a symbol change game that has not yet started as a reserved memory and is capable of executing a look-ahead effect that suggests the possibility of a win before the symbol change game based on the reserved memory starts, is provided with a power supplying means that supplies power, an effect execution means that executes an effect, and a look-ahead effect control means that controls the look-ahead effect, and the effect execution means includes a movable means that can execute a movable effect by being supplied with power from the power supplying means, and the state related to the effect includes a first effect state and a second effect state as effect states in which the effect mode of the sound effect is different, and the state related to the operation of the movable means includes a first operation state and a second operation state, and when the state related to the operation of the movable means in the first operation state is the first operation state, When the second presentation state different from the first presentation state is reached, the moving presentation can be executed in the second operation state different from the first operation state, and when the predictive presentation control means determines to execute the moving presentation as the predictive presentation, if the pattern change game that triggered the decision to execute the moving presentation is a specific change game, the predictive presentation control means executes the moving presentation during the execution of one or more pattern change games that are executed before the specific change game is started, and after the execution of the moving presentation is determined as the predictive presentation, the power supply to the gaming machine is cut off and then resumed, the moving presentation is not executed before the specific change game is started, and the moving presentation can be executed during the execution of the specific change game. [Explanation of symbols]

[0223] 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...Performance display device EP1 to EP3...Performance pattern LA...Decorative lamp MT...Vibration motor OG...Volume image SG...Vibration image SP...Speaker

Claims

[Claim 1] power applying means for applying power; a performance execution means for executing a performance, The effect execution means includes a moving means that can execute a moving effect by being given power from the power giving means, The state related to the effect includes a first effect state and a second effect state, which are effect states in which the effect mode of the sound effect is different, The state relating to the operation of the movable means includes a first operating state and a second operating state, When a state relating to the operation of the movable means in the first performance state is the first operating state, if the state becomes the second performance state different from the first performance state, the movable performance can be executed in the second operating state different from the first operating state, The performance patterns of the movable performance include a first performance pattern and a second performance pattern, The moving effect is executed based on the first effect pattern and the second effect pattern according to a state related to the operation of the moving means, The first presentation state can be changed to the second presentation state by adjustment by a player, A gaming machine characterized in that the first operating state and the second operating state have different probabilities of executing the movable effect as states related to the operation of the movable means.

Citation Information

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