gaming machines
The gaming machine addresses the need for enhanced player engagement by integrating a winning lottery mechanism and customizable performance execution to create dynamic and exciting game experiences.
Patent Information
- Application Number
- JP2023043975
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2043-03-20
AI Technical Summary
There is a demand for gaming machines that allow for customizable settings to enhance game interest and excitement, particularly in pachinko machines, by incorporating variable games with enhanced winning expectations and performance execution.
A gaming machine equipped with a winning lottery mechanism, performance execution and control means, and information storage to execute and control special performances that suggest or notify winning expectations, along with customizable settings for executing these performances, including special execution settings with varying levels of intensity and probability.
The solution increases player interest and engagement by providing dynamic and customizable game experiences through enhanced performance execution and winning expectation notifications.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are an example of gaming machines, are configured to allow the player to perform settings (for example, customization) related to the execution of effects through operation by the player (for example, Patent Document 1). In such gaming machines, effects are executed according to the contents of the settings related to the execution of effects, thereby increasing the interest in the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-182364 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, there is a demand for gaming machines that are configured to allow settings regarding the execution of effects to be made, and for these machines to be further improved in order to increase the interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above-mentioned problem is a gaming machine that can suspend the execution of a variable game, and is equipped with a winning lottery means that can execute a winning lottery, a performance execution means that can execute a performance, a performance control means that can control the performance execution means, an execution setting means that can perform an execution setting as a setting regarding the execution of the performance by operating an operation means that can be operated by a player, and an information storage means that stores information that can identify the content of the execution setting, and the performance includes a special performance that suggests or notifies the winning expectation of a variable game that is on hold, and a specific performance that suggests or notifies the winning expectation of a variable game that is being executed, and the specific performance includes a first specific performance and a second specific performance that has a higher winning expectation than the first specific performance, and the execution setting includes a special execution setting as a setting regarding the execution of the special performance. and a special execution setting different from the special execution setting, The contents of the special execution setting include first special information and second special information, The contents of the special execution setting include first special information and second special information, The special effect can be executed when the content of the special execution setting is the second special information, and the second specific effect is more likely to be executed when a pending variable game that is the target of the special effect is executed than when the first specific effect is executed when a pending variable game that is the target of the special effect is executed, and the effect execution means, when executing the special effect, can execute the special effect before the start of the special effect. When the content of the special execution setting is the first special information, the intensity of the special effect is higher than when the content of the special execution setting is the second special information. 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 schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 3] FIG. 3 is an explanatory diagram illustrating an example of a read-ahead command. [Figure 4]FIG. 4 is an explanatory diagram showing an example of a reach effect. [Figure 5] FIG. 5 is a schematic diagram showing an example of a hold change presentation. [Figure 6] FIG. 6 is a schematic diagram showing an example of a zone effect. [Figure 7] FIG. 7 is a schematic diagram showing an example of a vibration prediction effect. [Figure 8] FIG. 8(a) is a schematic diagram showing an example of a special suggestion effect, and FIG. 8(b) is a schematic diagram showing an example of a special pre-reading effect. [Figure 9] 9(a) to 9(c) are explanatory diagrams showing an example of the customization function. [Figure 10] FIG. 10 is a timing chart showing a specific example of the flow of the performance when the vibration pre-reading performance is executed. [Figure 11] Figure 11(a) is a timing chart showing a specific example of the flow of the presentation when a special pre-reading presentation is executed, and Figure 11(b) is a timing chart showing a specific example of the flow of the presentation when a special pre-reading presentation is not executed. [Figure 12] FIG. 12 is an explanatory diagram showing an example of the frequency of execution of the look-ahead effect. [Figure 13] 13(a) and 13(b) are explanatory diagrams showing an example of the customization function in the second embodiment. [Figure 14] FIG. 14 is an explanatory diagram showing an example of the frequency of execution of the look-ahead effect in the second embodiment. [Figure 15] FIG. 15 is an explanatory diagram showing an example of the intensities of the sound effects and the light emission effects in the special look-ahead effects in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] [First embodiment] A first embodiment of the 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.
[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, includes a frame 11. The frame 11 includes an installation frame for fixing the pachinko gaming machine 10 to an island facility, and a mounting frame for mounting various gaming components. The pachinko gaming machine 10 includes a gaming board YB. The gaming board YB is mounted on the frame 11. The pachinko gaming machine 10 includes a launch handle HD. The pachinko gaming machine 10 is configured so that gaming balls, which serve as gaming media, can be launched by operating the launch handle HD.
[0010] The pachinko gaming machine 10 is equipped with decorative lamps LA. The decorative lamps LA perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing built-in light-emitting elements. The decorative lamps LA include a left decorative lamp LAl, a right decorative lamp LAr, and a lower decorative lamp LAd. The left decorative lamp LAl is provided on the left side of the frame body 11. The right decorative lamp LAr is provided on the right side of the frame body 11. The lower decorative lamp LAd is provided on the lower side of the frame body 11.
[0011] The pachinko gaming machine 10 is equipped with speakers SP. The speakers SP execute effects (hereinafter referred to as audio effects) that output sounds such as human and animal voices, sound effects, and music. The speakers SP include a left speaker SPl, a right speaker SPr, and a bottom speaker SPd. The left speaker SPl is provided in the upper left part of the frame body 11. The right speaker SPr is provided in the upper right part of the frame body 11. The bottom speaker SPd is provided in the lower part of the frame body 11.
[0012] The pachinko gaming machine 10 is equipped with a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special game corresponds to a changing game. The special 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 first special game, predetermined symbols are displayed in a changing manner, and finally, a first special symbol, which is an example of a special symbol, is displayed as a fixed, stopped symbol. In the second special game, predetermined symbols are displayed in a changing manner, and finally, a second special symbol, which is an example of a special symbol, is displayed as a fixed, stopped symbol. The special symbols are symbols used to notify the result of a winning lottery as a result of a special game. The first special symbol display unit 13a displays the first special game. The second special symbol display unit 13b displays the second special game. In this specification, the term "changing display" refers to a state in which the type of displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbols are definitively displayed and the type of the displayed symbols does not change. Regarding symbols, "determined stop display" and "derivation" have the same meaning. In this embodiment, the second special game is executed with priority over the first special game.
[0013] The special symbols include jackpot symbols and losing symbols as a result of the special game. In the pachinko gaming machine 10, if a jackpot is won in the winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is triggered (awarded) after the special game ends. In the pachinko gaming machine 10, if a jackpot is not won in the winning lottery, a losing symbol is derived in the special game.
[0014] The pachinko gaming machine 10 is equipped with a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the first special hold number). The pachinko gaming machine 10 is equipped with a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the second special hold number). In this embodiment, the upper limit numbers for the first special hold number and the second special hold number are each 4.
[0015] The pachinko gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, predetermined symbols are displayed in a variable manner, and finally, a normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of the normal lottery as a result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, if a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and after the normal game ends, a normal winning game is initiated (awarded). In the pachinko gaming machine 10, if a normal winning symbol is not won in the normal lottery, a normal losing symbol is derived in the normal game. The pachinko gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of normal games that have been held for execution (hereinafter referred to as the normal hold number) because the hold condition has been met but the execution condition has not yet been met. In this embodiment, the upper limit of the normal hold number is 4.
[0016] A game area YBa, through which game balls flow, is formed on the front side of the game board YB provided in the pachinko game machine 10. An opening window YBb is formed in the game board YB approximately in the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0017] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display unit GH that can display images. The effect display device EH is attached to the gaming board YB so that, when viewed from the front, the image display area of the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB. The effect display device EH executes an effect (hereinafter referred to as a display effect) that displays images that resemble predetermined characters or letters.
[0018] In this embodiment, the decorative lamps LA, speakers SP, and performance display devices EH are each performance devices capable of executing a performance, and these constitute a performance device group, which is an example of a performance execution means. The performance execution means is not limited to including all of the decorative lamps LA, speakers SP, and performance display devices EH, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices. The performance execution means may be composed of performance devices other than the decorative lamps LA, speakers SP, and performance display devices EH.
[0019] The pachinko gaming machine 10 is equipped with a first effect button D1 as an operation means that can be operated by a player. The first effect button D1 is a button type that can be pressed. However, the first effect button D1 may also be a lever type. The first effect button D1 has a first operated part D1a, a first operation sensor D1b, and a light emitting part D1c. The first operated part D1a is a member that the player touches when operating the first effect button D1. The first operated part D1a is supported so as to be displaceable between an initial position and an operation position where it is pressed in a predetermined direction (downward in this embodiment) from the initial position.
[0020] The first operation sensor D1b is configured to be able to detect the operation of the first effect button D1 (first operated part D1a). The first operation sensor D1b outputs a first operation signal when the first operated part D1a is displaced to the operation position as a result of the operation of the first effect button D1. In this embodiment, the light-emitting part D1c is an LED covered by the translucent first operated part D1a. Therefore, when a player looks at the first operated part D1a, they can also recognize the lighting state of the light-emitting part D1c. The first effect button D1 executes a light-emitting effect using the light-emitting part D1c.
[0021] The pachinko gaming machine 10 is equipped with a vibration device SM. The vibration device SM is an eccentric motor (a so-called vibration motor). The vibration device SM is configured to include a weight with an offset center of gravity and a DC motor. The vibration device SM is capable of imparting the generated vibration to the first effect button D1. In other words, the first effect button D1 vibrates as the vibration device SM generates vibrations. The first effect button D1 executes an effect in which the first effect button D1 vibrates (hereinafter referred to as a vibration effect). In this way, the first effect button D1 can be understood as both an operation means that can be operated by a player and an effect execution means that can execute effects.
[0022] The pachinko gaming machine 10 is equipped with a second effect button D2 as an operation means that can be operated by a player. The second effect button D2 is a button-type button that can be pressed down. However, the second effect button D2 may also be a lever-type button. The second effect button D2 has a second operated part D2a. The second operated part D2a is a member that the player touches when operating the second effect button D2. The second operated part D2a is supported so that it can be displaced between an initial position and an operation position where it is pressed in a predetermined direction (downward in this embodiment) from the initial position. The second operation sensor D2b is configured to be able to detect the operation of the second effect button D2 (second operated part D2a). The second operation sensor D2b outputs a second operation signal when the second operated part D2a is displaced to the operation position in accordance with the operation of the second effect button D2.
[0023] The pachinko gaming machine 10 is equipped with a cross key D3. The cross key D3 is a button type that can be pressed. However, the cross key D3 is not limited to this, and may be a touch panel type. The cross key D3 is configured to include multiple parts that can be operated by a player. Specifically, the cross key D3 is configured to include a left key D3l, a right key D3r, an up key D3u, and a down key D3d. The cross key D3 has a third operation sensor D3b. The third operation sensor D3b is configured to be able to detect the operation of the cross key D3 (keys D3l, D3r, D3u, D3d). The third operation sensor D3b outputs a third operation signal when the cross key D3 is operated.
[0024] The pachinko gaming machine 10 has a first start opening 15. The pachinko gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start opening 15 (shown in FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a hold condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established. The first start opening 15 is always open so that gaming balls can be inserted.
[0025] The pachinko gaming machine 10 is equipped with a second start hole 16. The pachinko gaming machine 10 is equipped with a second start sensor SE2 that detects a gaming ball that has entered the second start hole 16 (shown in FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the second start sensor SE2, a hold condition for a 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 is equipped with a normal variable member 17 that can be operated between a first state in which a gaming ball can enter the second start hole 16 and a second state in which a gaming ball cannot enter the second start hole 16. The pachinko gaming machine 10 is equipped with a normal solenoid SL1 (shown in FIG. 2) as means for operating the normal variable member 17. The normal variable member 17 is operated to the first state during a normal winning game.
[0026] The pachinko gaming machine 10 is equipped with a large prize opening 18. The pachinko gaming machine 10 is equipped with a special prize sensor SE3 (shown in FIG. 2) that detects a gaming ball that has entered the large prize opening 18. In the pachinko gaming machine 10, when a gaming ball is detected by the special prize sensor SE3, a condition for the payout of a predetermined number of prize balls is met. The pachinko gaming machine 10 is equipped with a special variable member 19 that can be operated between a first state in which a gaming ball can enter the large prize opening 18 and a second state in which a gaming ball cannot enter the large prize opening 18. The pachinko gaming machine 10 is equipped with a special solenoid SL2 (shown in FIG. 2) as means for operating the special variable member 19. The special variable member 19 is operated to the first state during a jackpot game.
[0027] The pachinko gaming machine 10 is equipped with a gate 25. The pachinko gaming machine 10 is equipped with a normal start sensor SE4 (shown in FIG. 2) that detects a gaming ball that has entered the gate 25. When a gaming ball is detected by the normal start sensor SE4, the pachinko gaming machine 10 may establish a reserve condition for the normal game, but the payout condition for prize balls is not established.
[0028] The pachinko gaming machine 10 has an outlet 28. The outlet 28 is formed at the lower end of the gaming area YBa. Of the gaming balls shot into the gaming area YBa, those that do not enter the first start hole 15, the second start hole 16, or the big prize hole 18 are discharged from the machine through the outlet 28.
[0029] 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, and a ball entry assist function that assists game balls in entering the second starting hole 16. The game state of the pachinko gaming machine 10 is configured by combining the operating states of these functions.
[0030] 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 variation function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot in the winning lottery.
[0031] The goal-going assistance function will now be explained. The ball entry assist function is a function that assists balls in entering the second starting hole 16, and is a so-called "electric support function." The pachinko gaming machine 10 has a plurality of ball entry states, which are states in which the rate at which game balls enter the second starting hole 16 varies. The plurality of ball entry states include a non-time-shortening state and a time-shortening state in which the rate at which game balls enter the second starting hole 16 per unit time is higher than in the non-time-shortening state. When the ball entry assist function is activated, the ball entry state transitions from the non-time-shortening state to the time-shortening state, and the rate at which game balls enter the second starting hole 16 per unit time increases.
[0032] Explain about the jackpot. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: normal symbols and specific symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0033] In a jackpot game, an opening effect is first performed over a predetermined opening time, which indicates the start of the jackpot game. After the opening time has elapsed, a round game in which the jackpot opening 18 is opened is performed up to a predetermined maximum number of times. A round game ends when a predetermined maximum number of game balls enter the opening or when a predetermined maximum time has elapsed. In the round game, the jackpot opening 18 is opened in a predetermined opening pattern. In a jackpot game, game balls can be acquired by entering the jackpot opening 18. This allows the pachinko gaming machine 10 to increase the number of game balls owned by the player. A round effect is performed during each round game. When the final round game in a jackpot game ends, an ending effect is performed over a predetermined ending time, which indicates the end of the jackpot game. The jackpot game ends when the ending time has elapsed.
[0034] The following describes the display effects that can be performed by the effect display device EH. The effect display device EH displays an effect game as one of the display effects. In the effect game, multiple columns of effect symbols are variably displayed, and ultimately a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols are also called "decorative symbols" or "ornamental symbols." In this embodiment, the effect game is performed by variably displaying (scrolling) the effect symbols of the left, center, and right column in a predetermined direction.
[0035] The effect game starts and ends together with the special game. In the effect game, a symbol combination is derived according to the special symbol derived in the special game. When a jackpot symbol is derived in the special game, a jackpot symbol combination is derived in the effect game. A jackpot symbol combination is a symbol combination in which the symbol patterns in all rows are the same, such as "777." When a losing symbol is derived in the special game, a losing symbol combination is derived in the effect game. A losing symbol combination is a symbol combination in which the symbol patterns in at least some symbol rows are different from the symbol patterns in the other symbol rows, such as "738" or "787."
[0036] In an effect game, when a reach is formed, a reach effect is executed. A reach is a state in which the same effect symbol is temporarily displayed in a specific symbol column, and the effect symbol continues to be displayed in a variable manner in the other symbol columns. In this embodiment, the left and right symbol columns correspond to the specific symbol columns, and the center symbol column corresponds to the other symbol columns. The reach effects include a normal reach effect (hereinafter referred to as an NR effect) and a super reach effect (hereinafter referred to as an SR effect). In this embodiment, there are multiple types of NR effects. The expected winning probability of the NR effect varies depending on the type. The NR effect is an effect that suggests or notifies the expected winning probability of the currently executed special game. There are multiple types of SR effects. The expected winning probability of the SR effect varies depending on the type. The SR effect is an effect that suggests or notifies the expected winning probability of the currently executed special game. The expected winning probability of the SR effect is higher than that of the NR effect. The expected probability of winning can be calculated as the ratio of the occurrence rate in the case of a jackpot to the total occurrence rate, which is the sum of the occurrence rate in the case of a non-jackpot and the occurrence rate in the case of a jackpot.
[0037] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 2, the pachinko gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The pachinko gaming machine 10 is configured to be able to execute various effects. The sub-control board 50 controls the various effects based on the various control commands output by the main control board 40.
[0038] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as a main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as a main ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter referred to as a main RWM 44) from which information can be read and to which information can be written.
[0039] The main ROM 43 stores a main control program and judgment values used for various judgments and lotteries. The main ROM 43 stores a jackpot judgment value used to judge whether or not a jackpot has been won in the winning lottery. The main ROM 43 stores a jackpot pattern judgment value used in the jackpot pattern lottery. The jackpot pattern lottery is a lottery that determines the jackpot pattern to be derived if a jackpot has not been won in the winning lottery.
[0040] The main ROM 43 stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern is information that can specify at least a part of the variation content (presentation content) of the presentation game that is performed during the execution of the special game. The variation patterns include a jackpot variation pattern and a miss variation pattern. The jackpot variation pattern is a variation pattern that ultimately derives a jackpot symbol combination. The presentation game based on the jackpot variation pattern has variation content that ultimately derives a jackpot symbol combination after going through a reach presentation. The miss variation pattern is a variation pattern that ultimately derives a miss symbol combination. The presentation game based on the miss variation pattern has variation content that ultimately derives a miss symbol combination after going through a reach presentation or without going through a reach presentation.
[0041] The main RWM 44 stores various information that is rewritten depending on the results of processing by the main CPU 42. For example, the information stored in the main RWM 44 includes flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main CPU 42. Note that the main CPU 42, main ROM 43, main RWM 44, and random number circuit 45 do not necessarily have to be configured on a single chip as the microprocessor 41, but may also be configured separately.
[0042] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1 and SL2. The main CPU 42 is configured to be able to control the operation of the variable members 17 and 19 by controlling the operation of the solenoids SL1 and SL2.
[0043] The sub-control board 50 will now be described. The sub-control board 50 comprises a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 executes a sub-control program to perform various processes related to the effects. The sub-CPU 51 executes processes related to the execution of effects based on control commands input from the main CPU 42. The sub-ROM 52 stores the sub-control program, as well as judgment values used in predetermined lotteries. The sub-ROM 52 stores light-emitting effect data used for light-emitting effects, audio effect data used for audio effects, display effect data used for display effects, and vibration effect data used for vibration effects.
[0044] The sub-RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-RWM 53 includes flags, counters, and timers. The sub-control board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-control board 50 may also be equipped with a random number circuit and be able to generate hardware random numbers.
[0045] The sub-control board 50 is connected to the decorative lamps LA (LAl, LAr, LAd). The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamps LA. The sub-control board 50 is connected to the speakers SP (SPl, SPr, SPd). The sub-CPU 51 is configured to be able to control the output mode of the speakers SP. The sub-control board 50 is connected to the performance display device EH. The sub-CPU 51 is configured to be able to control the display content of the performance display device EH.
[0046] The sub-control board 50 is connected to the first operation sensor D1b of the first effect button D1. The sub-CPU 51 is configured to be able to input a first operation signal output by the first operation sensor D1b when the first effect button D1 is operated. The sub-control board 50 is connected to the light-emitting unit D1c of the first effect button D1. The sub-CPU 51 is configured to be able to control the light-emitting mode of the light-emitting unit D1c. The sub-control board 50 is connected to the second operation sensor D2b of the second effect button D2. The sub-CPU 51 is configured to be able to input a second operation signal output by the second operation sensor D2b when the second effect button D2 is operated. The sub-control board 50 is connected to the third operation sensor D3b of the cross key D3. The sub-CPU 51 is configured to be able to input separately third operation signals output by the third operation sensor D3b when the cross key D3 (keys D3l, D3r, D3u, D3d) are operated.
[0047] The sub-control board 50 is connected to the vibration device SM. The sub-CPU 51 is configured to be able to control the vibration mode of the vibration device SM. As described above, the first effect button D1 vibrates when the vibration device SM vibrates. Therefore, it can be said that the sub-CPU 51 is able to control the vibration mode of the first effect button D1. The sub-CPU 51 corresponds to effect control means that is able to control effect execution means.
[0048] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. The main CPU 42 executes timer interrupt processing at a predetermined cycle (for example, every 4 ms), which includes special symbol input processing, special symbol start processing, jackpot game processing, normal symbol input processing, normal symbol start processing, and normal win game processing. In this embodiment, the control commands stored in the output buffer are output to the sub-control board 50 by information output processing executed as timer interrupt processing.
[0049] First, the special symbol input process will be described. In the special symbol input process, the main CPU 42 determines whether a gaming ball has entered the first start hole 15 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 15, the main CPU 42 determines whether the first special reserve number stored in the main RWM 44 is less than the upper limit number. If the first special reserve number is less than the upper limit number, the main CPU 42 adds 1 to the first special reserve number to update it. Next, the main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. The main CPU 42 stores a control command (hereinafter referred to as the first reserve command) that can identify the first special reserve number in the output buffer. 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.
[0050] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45 and stores random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers may be special winning random numbers used in a winning lottery, jackpot symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 42 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 main RWM 44, the pachinko gaming machine 10 can suspend the execution of the first special game until the execution conditions for the first special game are met.
[0051] Next, the main CPU 42 performs a look-ahead command generation process. In the look-ahead command generation process, the main CPU 42 generates a look-ahead command based on a random number obtained from the random number circuit 45. The main CPU 42 stores the generated look-ahead command in the output buffer. The look-ahead command is information that can identify whether the result of the winning lottery is a jackpot or a loss. In the look-ahead command generation process, the main CPU 42 determines whether a jackpot will be won by determining whether the value of the special win random number is a value that will result in a jackpot in the winning lottery, thereby determining whether a jackpot will be won. As a result, when the sub-control board 50 (sub-CPU 51) inputs a look-ahead command, it can determine whether the newly reserved first special game will be a jackpot. In addition, the look-ahead command is information that can identify a variation pattern. In the look-ahead command generation process, the main CPU 42 determines which variation pattern the value of the variation pattern random number will be in the jackpot game processing and loss game processing, which will be described later, thereby identifying the variation pattern of the newly reserved special game. As a result, when the sub-control board 50 (sub-CPU 51) inputs a look-ahead command, it can identify the fluctuation pattern of the newly reserved first special game. Note that the look-ahead command identifies which of the first special game and the second special game the look-ahead command corresponds to.
[0052] As shown in FIG. 3, the look-ahead commands generated in the look-ahead command generation process are classified into look-ahead commands SC1 to SC5. Look-ahead command SC1 is generated when the value of the special win random number is a value that will result in a jackpot in the winning lottery and is a fluctuation pattern in which an NR effect is executed. Look-ahead command SC2 is generated when the value of the special win random number is a value that will result in a jackpot in the winning lottery and is a fluctuation pattern in which an SR effect is executed. Look-ahead command SC3 is generated when the value of the special win random number is not a value that will result in a jackpot in the winning lottery and is a fluctuation pattern in which a reach effect is not executed. Look-ahead command SC4 is generated when the value of the special win random number is not a value that will result in a jackpot in the winning lottery and is a fluctuation pattern in which an NR effect is executed. Look-ahead command SC5 is generated when the value of the special win random number is not a value that will result in a jackpot in the winning lottery and is a fluctuation pattern in which an SR effect is executed.
[0053] When the random number information for the first special game is stored in the main RWM 44, if a gaming ball has not entered the first start port 15 and if the number of first special reserves is not less than the upper limit number, the main CPU 42 determines whether a gaming ball has entered the second start port 16 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has not entered the second start port 16, the main CPU 42 terminates the special pattern input process. If a gaming ball has entered the second start port 16, the main CPU 42 determines whether the number of second special reserves stored in the main RWM 44 is less than the upper limit number. If the number of second special reserves is not less than the upper limit number, the main CPU 42 terminates the special pattern input process. If the number of second special reserves is less than the upper limit number, the main CPU 42 updates the second special reserve number by adding 1. The main CPU 42 controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. The main CPU 42 stores a control command (hereinafter referred to as a second reservation command) capable of specifying the second special reservation number in the output buffer. In this way, the reservation condition for the second special game is met when the second special reservation number is less than the upper limit number and the game ball is detected by the second start sensor SE2.
[0054] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RWM 44, the pachinko gaming machine 10 can suspend the execution of the second special game until the execution conditions for the second special game are met. In this way, the pachinko gaming machine 10 is configured to be able to suspend the execution of the first special game and the second special game. Next, the main CPU 42 performs a look-ahead command generation process. In the look-ahead command generation process, the main CPU 42 generates a look-ahead command based on the random number acquired from the random number circuit 45. The main CPU 42 stores the generated look-ahead command in the output buffer. Thereafter, the main CPU 42 ends the special symbol input process.
[0055] Next, the special symbol start process will be described. In the special symbol start processing, the main CPU 42 determines whether or not a special game can be executed. The main CPU 42 makes a positive determination when neither a jackpot game is being played nor a special game is being executed. On the other hand, the main CPU 42 makes a negative determination when a jackpot game is being played or a special game is being executed. If a special game cannot be executed, the main CPU 42 ends the special symbol start processing. If a special game can be executed, the main CPU 42 determines whether or not the second special reserve number is 1 or more. If the second special reserve number is not 1 or more, the main CPU 42 determines whether or not the first special reserve number is less than 1. If the first special reserve number is less than 1, the main CPU 42 ends the special symbol start processing.
[0056] If the first special reserve number is not less than 1, the main CPU 42 performs processing to execute a first special game. Specifically, the main CPU 42 updates the first special reserve number by subtracting 1. The main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Then, the main CPU 42 performs a winning lottery. The main CPU 42 acquires the random number information for the first special game that was stored earliest from the main RWM 44. Next, the main CPU 42 performs a winning lottery to determine whether or not a jackpot has been won, using the special winning random number and jackpot determination value identified from the acquired random number information. Note that the main CPU 42 performs a winning lottery with a jackpot probability according to the current probability state, and determines whether or not a jackpot has been won. The main CPU 42 corresponds to a winning lottery means that can execute a winning lottery.
[0057] When a jackpot is won, the main CPU 42 performs jackpot game processing. In the jackpot game processing, the main CPU 42 performs a jackpot pattern lottery using a jackpot pattern random number and a jackpot pattern determination value that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main CPU 42 determines a jackpot variation pattern using a variation pattern random number that can be identified from the random number information. The jackpot variation patterns determined by the main CPU 42 include jackpot variation patterns associated with the execution of an NR presentation and jackpot variation patterns associated with the execution of an SR presentation. In this embodiment, when a jackpot is won, the probability of the variation pattern being determined increases in the order of "jackpot variation pattern associated with the execution of an NR presentation" < "jackpot variation pattern associated with the execution of an SR presentation." Thereafter, the main CPU 42 ends the special pattern start processing.
[0058] If a jackpot is not won, the main CPU 42 performs loss game processing. In the loss game processing, the main CPU 42 determines a loss symbol to be derived in the first special game. The main CPU 42 determines a loss variation pattern using a variation pattern random number that can be specified from the random number information. The loss variation patterns determined by the main CPU 42 include a loss variation pattern not associated with the execution of a reach effect, a loss variation pattern associated with the execution of an NR effect, and a loss variation pattern associated with the execution of an SR effect. In this embodiment, if a jackpot is not won, the probability of the variation pattern being determined increases in the following order: "a loss variation pattern associated with the execution of an SR effect" < "a loss variation pattern associated with the execution of an NR effect" < "a loss variation pattern not associated with the execution of a reach effect."
[0059] In this embodiment, the variation pattern associated with the execution of the NR effect and the variation pattern associated with the execution of the SR effect are determined with the same probability. In other words, in the pachinko gaming machine 10, the probability that the NR effect will be executed and the probability that the SR effect will be executed are the same. When the main CPU 42 determines the variation pattern, it ends the special symbol start process.
[0060] If the second special reserve number is 1 or more, the main CPU 42 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute the first special game, with "first special game" replaced with "second special game", "first special reserve number" replaced with "second special reserve number", and "first special reserve display section 13c" replaced with "second special reserve display section 13d", so a detailed explanation thereof will be omitted. In other words, the main CPU 42 performs subtraction of the second special reserve number, a winning lottery, and any game processing based on the result of the winning lottery, and then ends the special symbol start processing.
[0061] The main CPU 42 stores a variation start command and a special symbol command in an output buffer during a jackpot game process or a loss game process. The variation start command is a control command that can specify the variation pattern determined in each game process and the start of a special game (effect game). The special symbol command is a control command that can specify the special symbol determined in each game process. The variation start command and the special symbol command are different control commands when the game process for the first special game is executed and when the game process for the second special game is executed.
[0062] When the special symbol start process is completed, the main CPU 42 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the main CPU 42 executes the first special game, it controls the first special symbol display unit 13a to start varying display of predetermined symbols. The main CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. When the variation time set in the variation pattern has elapsed, the main CPU 42 stores a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game in the output buffer.
[0063] When the main CPU 42 executes the second special game, it controls the second special symbol display unit 13b to start varying display of predetermined symbols. The main CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start processing. When the variation time set in the variation pattern has elapsed, the main CPU 42 stores a variation end command in the output buffer.
[0064] Next, the big win game process will be explained. The jackpot game processing is a processing for awarding a jackpot game. When the main CPU 42 causes a jackpot symbol to be derived in a special game, the main CPU 42 executes the jackpot game processing after the special game ends. The main CPU 42 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 main CPU 42 awards the specified type of jackpot game.
[0065] First, the main CPU 42 stores a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time in the output buffer. After the opening time has elapsed, the main CPU 42 performs processing to execute a round of play. Specifically, the main CPU 42 controls the special solenoid SL2 using the specified opening control data for the jackpot game to set the special prize opening 18 to the first state. When the number of game balls detected by the special prize sensor SE3 reaches the upper limit or the upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to set the special prize opening 18 to the second state, thereby ending the round of play. The main CPU 42 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 main CPU 42 stores a control command (hereinafter referred to as a round command) capable of specifying the start of the round of play in the output buffer. When the main CPU 42 ends the final round of play, it stores a control command (hereinafter referred to as an ending command) that can specify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 42 ends the jackpot game.
[0066] Next, the process of transitioning the probability state will be described. When the main CPU 42 ends a jackpot game based on a specific symbol, it sets a high probability flag in the main RWM 44. That is, the main CPU 42 controls to a high probability state. On the other hand, when the main CPU 42 ends a jackpot game based on a normal symbol, it does not set a high probability flag in the main RWM 44. That is, the main CPU 42 controls to a low probability state. When the main CPU 42 starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the main CPU 42 controls to a low probability state during a jackpot game.
[0067] Next, the process of transitioning the ball-goal state will be described. When a jackpot game ends, the main CPU 42 sets a time-shortening flag in the main RWM 44. That is, the main CPU 42 controls the game to a time-shortening state. After a jackpot game based on a normal symbol ends, the main CPU 42 counts the number of times a special game has been executed since the end of the jackpot game by updating the value of the execution counter stored in the main RWM 44 each time a special game is started. When a special game in which the number of times a special game has been executed since the end of the jackpot game reaches a predetermined number ends, the main CPU 42 erases the time-shortening flag stored in the main RWM 44. That is, the main CPU 42 controls the game to a non-time-shortening state when a predetermined number of special games have been executed since the end of a jackpot game based on a normal symbol ends. When a jackpot game starts and the time-shortening flag is set, the main CPU 42 erases the time-shortening flag. That is, the main CPU 42 controls the game to a non-time-shortening state during a jackpot game.
[0068] Next, the normal symbol input process performed by the main CPU 42 will be described. In the normal symbol input process, the main CPU 42 determines whether the gaming ball has passed (entered) the gate 25 based on whether a detection signal has been input from the normal start sensor SE4. If the gaming ball has not passed through the gate 25, the main CPU 42 terminates the normal symbol input process. If the gaming ball has passed through the gate 25, the main CPU 42 determines whether the number of normal holds stored in the main RWM 44 is less than the upper limit number. If the number of normal holds is not less than the upper limit number, the main CPU 42 terminates the normal symbol input process. If the number of normal holds is less than the upper limit number, the main CPU 42 updates the normal hold number by adding 1. The main CPU 42 controls the normal hold display unit 13f to display information that can identify the updated normal hold number.
[0069] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. Thereafter, the main CPU 42 ends the normal symbol input process. By storing the random number information used for the normal game in the main RWM 44, the pachinko gaming machine 10 can suspend its execution until the execution conditions for the normal game are met.
[0070] Next, the normal symbol start process performed by the main CPU 42 will be described. In the normal symbol start processing, the main CPU 42 determines whether the execution conditions for the normal game are met. The main CPU 42 makes a positive determination when the normal win game is not being played and the normal game is not being played, and makes a negative determination when the normal win game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 42 terminates the normal symbol start processing. If the execution conditions for the normal game are met, the main CPU 42 determines whether the normal reserve number is greater than 0. If the normal reserve number is 0, the main CPU 42 terminates the normal symbol start processing. If the normal reserve number is greater than 0, the main CPU 42 executes processing to execute the normal game. Specifically, the main CPU 42 updates the normal reserve number by subtracting 1. The main CPU 42 controls the normal reserve display unit 13f to display information that can identify the updated normal reserve number. Next, the main CPU 42 acquires the earliest stored random number information from the main RWM 44 among the random number information for the normal game. Next, the main CPU 42 uses the acquired random number information to perform a normal lottery (normal win determination) to determine whether or not a normal win has been won. The main CPU 42 performs a normal lottery with a normal win probability according to the current ball entry state, and determines whether or not a normal win has been won. In this embodiment, the normal win probability when in the time-shortened state is higher than the normal win probability when in the non-time-shortened state.
[0071] If a normal win is won, the main CPU 42 determines the normal win symbol to be fixed and displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then terminates the normal pattern start processing. If a normal win is not won, the main CPU 42 determines the normal loss symbol to be fixed and displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then terminates the normal pattern start processing. In this embodiment, the fluctuation time of the normal game in the time-shortened state is shorter than the fluctuation time of the normal game in the non-time-shortened state. After completing the normal pattern start processing, the main CPU 42 executes the normal game by processing separate from the normal pattern start processing. Specifically, the main CPU 42 starts the normal game, and controls the normal pattern display unit 13e so that the normal pattern determined in the normal pattern start processing is fixed and displayed as a fixed stop when the fluctuation time determined in the normal pattern start processing has elapsed.
[0072] Next, a description will be given of the normal win game processing performed by the main CPU 42. The normal win game processing is processing for awarding a normal win game. When the main CPU 42 derives a normal winning symbol in a normal game, it executes normal winning game processing after the normal game of the normal winning is completed. In the normal winning game processing, when the time-shortening state is active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode in the time-shortening state. When the time-shortening state is not active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode in the non-time-shortening state. In this embodiment, the operating mode of the normal variable member 17 in the time-shortening state is such that the normal variable member 17 enters the first state more frequently in one normal winning game, and the normal variable member 17 remains in the first state for a longer period of time, compared to the operating mode of the normal variable member 17 in the non-time-shortening state. Therefore, when the normal variable member 17 is operated in the operating mode when the time is reduced, it is easier to cause the game ball to enter the second starting hole 16 than when the normal variable member 17 is operated in the operating mode when the time is not reduced.
[0073] Next, various processes executed by the sub-CPU 51 of the sub-control board 50 will be described. First, the input process of the read-ahead command will be described. When a read-ahead command is input, the secondary CPU 51 stores information (hereinafter referred to as read-ahead information) capable of identifying the input read-ahead command in the secondary RWM 53. The secondary CPU 51 identifies which of the first and second special games the input read-ahead command corresponds to. If the input read-ahead command corresponds to the first special game, the secondary CPU 51 stores the command in the secondary RWM 53 as read-ahead information for the first special game. The secondary CPU 51 stores the command in the secondary RWM 53 so that the storage order of the read-ahead information for the first special game can be identified. Then, when the first special game is over, the secondary CPU 51 erases the earliest read-ahead information stored in the secondary RWM 53 among the read-ahead information for the first special game stored in the secondary RWM 53. If the input read-ahead command corresponds to the second special game, the secondary CPU 51 stores the command in the secondary RWM 53 as read-ahead information for the second special game. The secondary CPU 51 stores the read-ahead information for the second special game in the secondary RWM 53 so that the storage order of the read-ahead information for the second special game can be specified. Then, when the second special game is over, the secondary CPU 51 erases the read-ahead information for the second special game that was stored first in the read-ahead information for the second special game stored in the secondary RWM 53.
[0074] Next, the effect game process will be described. The effect game processing is processing for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-CPU 51 inputs a variation start command and a special pattern command, it controls the effect display device EH to execute an effect game corresponding to the special game. Specifically, when the sub-CPU 51 inputs a variation start command, it determines the variation content (effect content) of the effect game based on a variation pattern that can be specified from the variation start command. The sub-CPU 51 determines a pattern combination to be derived in the effect game based on a special pattern that can be specified from the input special pattern command. If a jackpot pattern can be specified from the special pattern command, the sub-CPU 51 determines a jackpot pattern combination. If a losing pattern can be specified from the special pattern command, the sub-CPU 51 determines a losing pattern combination. If a variation start command that can specify a losing variation pattern associated with the execution of a reach effect is input, the sub-CPU 51 determines a losing pattern combination including a reach.
[0075] In the effect game processing, the sub-CPU51 controls the effect display device EH so that, upon input of a variation start command, it starts the variable display of the effect symbols of each symbol row. That is, the sub-CPU51 starts the effect game. The sub-CPU51 controls the effect display device EH so that the effect game is played based on the determined variation content during the variation time set in the variation pattern. Then, after starting the effect game, the sub-CPU51 temporarily stops and displays the symbol combination when a predetermined stop timing arrives, and then, upon input of a variation end command, causes the symbol combination to be confirmed and stopped and displayed.
[0076] Next, the reach effect processing will be described. The reach effect processing is a process for executing a reach effect as one of the display effects related to a special game (effect game) during execution of the special game. When the sub-CPU 51 inputs a fluctuation start command, it determines whether to execute a reach effect and the type of reach effect based on a fluctuation pattern that can be specified from the fluctuation start command. When the sub-CPU 51 inputs a fluctuation start command that can specify a failure fluctuation pattern that is not associated with the execution of a reach effect, it decides not to execute a reach effect. When the sub-CPU 51 inputs a fluctuation start command that can specify a failure fluctuation pattern that is associated with an NR effect, it decides to execute an NR effect and determines the type of NR effect to be executed. When the sub-CPU 51 inputs a fluctuation start command that can specify a failure fluctuation pattern that is associated with an SR effect, it decides to execute an SR effect and determines the type of SR effect to be executed. When the sub-CPU 51 inputs a fluctuation start command that can specify a jackpot fluctuation pattern that is associated with an NR effect, it decides to execute an NR effect and determines the type of NR effect to be executed. When a variation start command capable of identifying a big win variation pattern associated with the SR presentation is input, the sub-CPU 51 decides to execute the SR presentation and also decides the type of the SR presentation to be executed.
[0077] As shown in FIG. 4, the NR effects include a first NR effect, a second NR effect, and a third NR effect. The SR effects include a first SR effect, a second SR effect, and a third SR effect. When a variation start command capable of identifying a failure variation pattern associated with an NR effect is input, the sub-CPU 51 determines the type of NR effect so that the probability of the effect increasing in the order of "third NR effect" < "second NR effect" < "first NR effect." When a variation start command capable of identifying a failure variation pattern associated with an SR effect is input, the sub-CPU 51 determines the type of SR effect so that the probability of the effect increasing in the order of "third SR effect" < "second SR effect" < "first SR effect." The sub-CPU 51 acquires a random number generated by a random number generation process, and determines the type of reach effect using the acquired random number and a judgment value for a failure reach effect.
[0078] When the sub-CPU51 inputs a fluctuation start command that can specify a jackpot fluctuation pattern associated with an NR effect, it determines the type of NR effect so that the probability of it being determined increases in the order of "first NR effect" < "second NR effect" < "third NR effect". When the sub-CPU51 inputs a fluctuation start command that can specify a jackpot fluctuation pattern associated with an SR effect, it determines the type of SR effect so that the probability of it being determined increases in the order of "first SR effect" < "second SR effect" < "third SR effect". The sub-CPU51 acquires a random number generated by a random number generation process, and determines the type of reach effect using the acquired random number and a judgment value for the jackpot reach effect. The sub-CPU51 controls the effect display device EH to execute the determined reach effect at a predetermined timing after the start of the effect game.
[0079] As described above, if a jackpot is not won, the probability that a miss variation pattern associated with an NR effect will be determined is higher than the probability that a miss variation pattern associated with an SR effect will be determined. On the other hand, if a jackpot is won, the probability that a jackpot variation pattern associated with an SR effect will be determined is higher than the probability that a jackpot variation pattern associated with an NR effect will be determined. In this way, there are NR effects and SR effects that have a higher probability of winning than NR effects. The NR effects are determined so that the probability of winning increases in the order of "1st NR effect" < "2nd NR effect" < "3rd NR effect". The SR effects are determined so that the probability of winning increases in the order of "1st SR effect" < "2nd SR effect" < "3rd SR effect".
[0080] In this way, the reach effect is an effect that suggests or notifies the probability of winning for a special game currently being played. Furthermore, since a jackpot fluctuation pattern not associated with the execution of the reach effect is not determined, a special game in which the reach effect is executed has a higher probability of winning than a special game in which the reach effect is not executed. Therefore, the reach effect can be said to suggest or notify the probability of winning depending on whether or not the reach effect is executed. For example, the reach effect is executed in a manner that indicates the probability of winning as a probability (e.g., a percentage display). In other words, the reach effect can be said to suggest or notify the probability of a jackpot symbol being derived as a result of the currently being played special game. Without being limited to this, for example, the reach effect may suggest or notify the probability of winning by the color of the displayed image. For example, the reach effect may suggest or notify the probability of winning by the type of character displayed. For example, the reach effect may be an effect that suggests or notifies the probability of winning by the change in the effect pattern (for example, the number of valid lines or the change display direction). The first NR effect, second NR effect, third NR effect, first SR effect, second SR effect, and third SR effect differ from one another in at least some of the effect modes (effect contents). In this embodiment, the reach effect corresponds to the specific effect. The NR effect corresponds to the first specific effect. The SR effect corresponds to the second specific effect.
[0081] Next, the predictive effects that can be executed in the pachinko gaming machine 10 will be described. The look-ahead effect is an effect that suggests or notifies the probability of a win for a special game that is currently on hold. The look-ahead effect is executed when a new special game is put on hold. The pachinko gaming machine 10 executes the look-ahead effect according to the current ball-entry state. The pachinko gaming machine 10 may execute the look-ahead effect when the execution of a first special game is newly put on hold in a situation where the ball-entry state is in the non-time-shortening state. On the other hand, the pachinko gaming machine 10 does not execute the look-ahead effect when the execution of a second special game is newly put on hold in a situation where the ball-entry state is in the non-time-shortening state. The pachinko gaming machine 10 may execute the look-ahead effect when the execution of a second special game is newly put on hold in a situation where the ball-entry state is in the time-shortening state. On the other hand, the pachinko gaming machine 10 does not execute the look-ahead effect when the execution of a first special game is newly put on hold in a situation where the ball-entry state is in the time-shortening state. In this embodiment, the predictive effects include a hold change effect, a zone effect, a vibration predictive effect, and a special predictive effect.
[0082] First, we will explain the hold change effects. As shown in FIG. 5, the effect display device EH displays a reserved image H corresponding to a special game whose execution is on hold (a reserved special game). The effect display device EH displays a reserved image H corresponding to either a reserved first special game or a reserved second special game, depending on the current ball entry status. When the effect display device EH is in a non-time-shortened state, it displays a reserved image H corresponding to the reserved first special game. When the effect display device EH is in a time-shortened state, it displays a reserved image H corresponding to the reserved second special game. The reserved images H include reserved images H1 to H4.
[0083] In the effect display device EH, when the first special hold number is "1" in the non-time-saving state, the hold image H1 of the hold images H1 to H4 is displayed. In the effect display device EH, when the first special hold number is "2" in the non-time-saving state, the hold images H1 and H2 of the hold images H1 to H4 are displayed. In the effect display device EH, when the first special hold number is "3" in the non-time-saving state, the hold images H1 to H3 of the hold images H1 to H4 are displayed. In the effect display device EH, when the first special hold number is "4" in the non-time-saving state, the hold images H1 to H4 are displayed. Note that when the first special hold number is "0" in the non-time-saving state, the hold images H1 to H4 are not displayed on the effect display device EH. In addition to the hold image H, the effect display device EH displays a running image ZG corresponding to the first special game being executed. Regarding the display of the effect display device EH in the time-saving state, "non-time-saving state" is read as "time-saving state," "first special hold number" as "second special hold number," and "first special game" as "second special game," so detailed explanations will be omitted.
[0084] FIG. 5 shows an example in which the first special reserved number is "4" in the non-time-saving mode and a reserved change effect is executed. When the effect display device EH executes a reserved change effect, the reserved image H corresponding to the special game that is the target of the reserved change effect is displayed in a preview mode different from the normal mode. FIG. 5 shows a situation in which the reserved image H4 corresponding to the special game that is the target of the reserved change effect changes from the normal mode to the preview mode. The reserved images H1 to H3 corresponding to special games that are not the target of the reserved change effect are displayed in the normal mode. In this embodiment, the preview modes include a first preview mode, a second preview mode, and a third preview mode. In this embodiment, the winning expectation of the special game that is the target of the reserved change effect increases in the order of "first preview mode" < "second preview mode" < "third preview mode." In this way, the reserved change effect suggests or notifies the winning expectation of the special game for the reserved special game based on the mode of the reserved image H. Furthermore, a special game in which a reserved change effect is executed has a higher winning expectation than a special game in which a reserved change effect is not executed. Therefore, it can be said that the hold change effect suggests or notifies the expected probability of winning depending on whether or not the hold change effect is executed.
[0085] In the effect display device EH, as the special game starts, the reserved image H is displayed in a moving manner. For example, in Fig. 5, after the end of the reserved change effect, the reserved image H4, which has changed from the normal mode to the notice mode, is displayed in the following order each time the special game starts: reserved image H3 → reserved image H2 → reserved image H1 → running image ZG.
[0086] In the pachinko gaming machine 10, sound effects and light-emitting effects are also executed as hold change effects. Specifically, in the pachinko gaming machine 10, when the hold image H changes from the normal mode to the notice mode on the effect display device EH, sound effects dedicated to the hold change effect are executed in the left speaker SPl and the right speaker SPr. Not limited to this, the sound effects dedicated to the hold change effect may be executed in the lower speaker SPd. In this embodiment, a predetermined sound effect is output in the sound effects dedicated to the hold change effect. The sound effects dedicated to the hold change effect are effects in which sound that can identify that the hold image H has changed from the normal mode to the notice mode is output. The sound effects dedicated to the hold change effect output different sounds depending on whether the notice mode of the changing hold image H is the first notice mode, the second notice mode, or the third notice mode. Therefore, the sound effects dedicated to the hold change effect are also effects that can identify the mode of the changed hold image H.
[0087] In the pachinko gaming machine 10, when the reserved image H changes from the normal state to the notice state on the effect display device EH, a light-emitting effect dedicated to the reserve change effect is executed on the left decorative lamp LAl and the right decorative lamp LAr. The light-emitting effect dedicated to the reserve change effect is an effect executed with a light-emitting pattern that can identify that the reserved image H has changed from the normal state to the notice state. The light-emitting effect dedicated to the reserve change effect has a different light-emitting pattern depending on whether the notice state of the changing reserved image H is the first notice state, the second notice state, or the third notice state. Therefore, the light-emitting effect dedicated to the reserve change effect is also an effect that can identify the state of the changed reserved image H.
[0088] Zone presentation will be explained. As shown in FIG. 6, when the zone effect starts, the effect display device EH displays a "Chance Zone" character image ZZ and a background image HG dedicated to the zone effect. In this embodiment, the background image HG dedicated to the zone effect includes a first background image, a second background image, and a third background image. In this embodiment, the expected probability of winning the special game that is the target of the zone effect increases in the order of "first background image" < "second background image" < "third background image." In this way, the zone effect suggests or notifies the expected probability of winning for a pending special game depending on the aspect of the background image HG. Furthermore, a special game in which a zone effect is executed has a higher expected probability of winning than a special game in which a zone effect is not executed. Therefore, it can be said that the zone effect suggests or notifies the expected probability of winning depending on whether or not the zone effect is executed.
[0089] After the zone effect starts, the effect display device EH continues to display the character image ZZ and the background image HG dedicated to the zone effect at least until the special game that is the target of the zone effect starts. In other words, the zone effect is configured to be executable across the execution of multiple special games (effect games).
[0090] In the pachinko gaming machine 10, sound effects and light emission effects are also executed as zone effects. Specifically, in the pachinko gaming machine 10, when a zone effect starts, a sound effect dedicated to the zone effect is executed in the left speaker SP1 and the right speaker SPr. Not limited to this, the sound effect dedicated to the zone effect may also be executed in the lower speaker SPd. In this embodiment, a predetermined BGM (background sound) is output in the sound effect dedicated to the zone effect. In the sound effect dedicated to the zone effect, the sound output differs depending on whether the background image HG dedicated to the zone effect is the first background image, the second background image, or the third background image. Therefore, the sound effect dedicated to the zone effect is an effect that can identify the state of the background image HG.
[0091] In the pachinko gaming machine 10, when the zone effect starts, a light-emitting effect dedicated to the zone effect is executed on the left decorative lamp LAl and the right decorative lamp LAr. The light-emitting effect dedicated to the zone effect has a different light-emitting pattern depending on whether the background image HG dedicated to the zone effect is the first background image, the second background image, or the third background image. Therefore, the light-emitting effect dedicated to the zone effect is an effect that can specify the state of the background image HG.
[0092] The vibration prediction effect will be explained. As shown in FIG. 7 , when the vibration pre-reading effect is executed in the pachinko gaming machine 10, a vibration effect SD is executed in which the first effect button D1 vibrates. Note that even if the vibration pre-reading effect is executed in the pachinko gaming machine 10, no audio effect or light emission effect based on the vibration pre-reading effect is executed. In this embodiment, there are multiple types of vibration effects SD for the vibration pre-reading effect. The vibration effects SD for the vibration pre-reading effect have different effect modes depending on the type. In this embodiment, the type of vibration effect SD differs depending on the effect duration of the vibration pre-reading effect as the effect mode. Alternatively, the type of vibration effect SD may differ depending on the number of times the first effect button D1 vibrates per unit time as the effect mode. The vibration effect SD has three effect modes: a first vibration mode, a second vibration mode, and a third vibration mode. The first vibration mode has a shorter effect duration of the vibration pre-reading effect (vibration effect SD) than the second vibration mode. The second vibration mode has a shorter effect duration of the vibration pre-reading effect (vibration effect SD) than the third vibration mode. In this embodiment, the expected winning probability of the special game that is the target of the vibration pre-reading effect increases in the order of "first vibration mode" < "second vibration mode" < "third vibration mode". In other words, the vibration pre-reading effect suggests or notifies the expected winning probability of the special game that is on hold, depending on the presentation mode of the vibration pre-reading effect (vibration effect SD). Also, the special game in which the vibration pre-reading effect is executed has a higher expected winning probability than the special game in which the vibration pre-reading effect is not executed. Therefore, it can be said that the vibration pre-reading effect suggests or notifies the expected winning probability depending on whether or not the vibration pre-reading effect is executed.
[0093] We will explain the special pre-reading performance. As shown in FIG. 8(a), in the pachinko gaming machine 10, a special suggestion effect is executed before the special pre-reading effect is executed. In the pachinko gaming machine 10, when the special suggestion effect is executed, a light-emitting effect SE is executed in the lower decorative lamp LAd. The lower decorative lamp LAd does not execute a light-emitting effect even if an effect different from the special suggestion effect is executed. In other words, the lower decorative lamp LAd executes a light-emitting effect only when the special suggestion effect is executed. The light-emitting effect SE is executed by an illuminant built into the lower decorative lamp LAd emitting light in a predetermined manner. In this embodiment, the lower decorative lamp LAd lights up in blue while the special suggestion effect is being executed.
[0094] As shown in FIG. 8(b), in the pachinko gaming machine 10, when a predetermined time has elapsed since the start of the special suggestion effect, the light-emitting element built into the lower decorative lamp LAd goes out, and the special suggestion effect ends. In other words, the lower decorative lamp LAd goes out, and the special suggestion effect ends. Then, in the pachinko gaming machine 10, when the special suggestion effect ends, the special pre-reading effect starts. Note that in the pachinko gaming machine 10, even if the special suggestion effect is executed, there are cases where the special pre-reading effect is not executed. In other words, the special suggestion effect can be said to be an effect that suggests or notifies whether or not the special pre-reading effect will be executed.
[0095] In the pachinko gaming machine 10, when a special pre-reading effect is executed, a light-emitting effect KE is executed by the first effect button D1. In this embodiment, there are multiple types of light-emitting effects KE for the special pre-reading effect. The light-emitting effects KE for the special pre-reading effect have different presentation modes depending on the type. In this embodiment, the type of light-emitting effect KE differs depending on the light-emitting color of the light-emitting element D1c as the presentation mode. Not limited to this, the type of light-emitting effect KE may also be varied depending on the presentation time of the special pre-reading effect as the presentation mode. The type of light-emitting effect KE may also be varied depending on the light intensity (brightness) of the light-emitting element D1c as the presentation mode.
[0096] The light-emitting effect KE has two modes: a first light-emitting mode and a second light-emitting mode. For example, in the first light-emitting mode, the light-emitting element D1c emits blue light. Therefore, when the light-emitting effect KE in the first light-emitting mode is executed during the execution of the special pre-reading effect, the first operated portion D1a of the first effect button D1 appears to be lit blue. For example, in the second light-emitting mode, the light-emitting element D1c emits red light. Therefore, when the light-emitting effect KE in the second light-emitting mode is executed during the execution of the special pre-reading effect, the first operated portion D1a of the first effect button D1 appears to be lit red. In this embodiment, the winning probability of the special game that is the target of the special pre-reading effect increases in the order of "first light-emitting mode" < "second light-emitting mode." In other words, the special pre-reading effect suggests or notifies the winning probability of the special game for a pending special game through the mode of the special pre-reading effect (light-emitting effect KE). Furthermore, the winning probability of a special game in which the special pre-reading effect is executed is higher than that of a special game in which the special pre-reading effect is not executed. Therefore, it can be said that the special pre-reading effect suggests or notifies the probability of winning depending on whether or not the special pre-reading effect is executed. In the pachinko gaming machine 10, when a predetermined time has passed since the start of the special pre-reading effect, the light-emitting unit D1c goes out and the special pre-reading effect ends.
[0097] In the pachinko gaming machine 10, an audio effect is also executed as a special look-ahead effect. Specifically, in the pachinko gaming machine 10, when the special look-ahead effect starts, an audio effect dedicated to the special look-ahead effect is executed in the lower speaker SPd. Not limited to this, the audio effect dedicated to the special look-ahead effect may be executed in the left speaker SPl and the right speaker SPr. In this embodiment, a predetermined sound effect is output in the audio effect dedicated to the special look-ahead effect. The audio output for the audio effect dedicated to the special look-ahead effect differs depending on whether the effect mode of the light-emitting effect KE is the first light-emitting mode or the second light-emitting mode. Therefore, the audio effect dedicated to the special look-ahead effect is an effect that can specify the effect mode of the light-emitting effect KE.
[0098] Next, the customization function installed in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a customization function that allows the player to set the execution of effects by operating an operating means that the player can operate.
[0099] As shown in Figures 9(a) to 9(c), the customization function in this embodiment includes a vibration look-ahead adjustment function DS that adjusts the execution frequency (appearance frequency) of vibration look-ahead effects. The customization function also includes a special look-ahead adjustment function TS that adjusts the execution frequency (appearance frequency) of special look-ahead effects. In this embodiment, the execution frequency (appearance frequency) of effects also includes cases where the effects are not executed. The execution frequency of effects can also be said to be the execution probability of effects.
[0100] The pachinko gaming machine 10 is configured so that, while in a standby state, the second effect button D2 and the cross key D3 can be used to configure execution settings as settings related to the execution of effects. In the following description, "configuring settings related to the execution of effects (execution settings)" may be referred to as "customizing." The "standby state" in this embodiment is a state that does not correspond to either the execution of a special game (effect game) or the execution of a jackpot game. However, the pachinko gaming machine 10 may be configured so that settings related to the execution of effects can always be configured, regardless of whether the machine is in a standby state or not.
[0101] As shown in FIG. 9(a), in the pachinko gaming machine 10, when the second effect button D2 is operated during standby, a menu of the customization function is displayed on the effect display device EH. The effect display device EH displays items MN1 and MN2 as items that can be customized. Item MN1 indicates the vibration look-ahead adjustment function DS. Item MN2 indicates the special look-ahead adjustment function TS. The effect display device EH also displays item SK as an item for initializing the customized content. The effect display device EH also displays item SR as an item for ending customization. The effect display device EH also displays an image BG1 that resembles the second effect button D2 and an image BG2 that resembles the cross key D3 as information indicating the operating means used for customization.
[0102] In the pachinko gaming machine 10, any one of the items MN1, MN2, SK, and SR can be selected by operating the cross key D3 (D3u, D3d). Then, in the pachinko gaming machine 10, the selected item can be determined by operating the second effect button D2. In the pachinko gaming machine 10, when any one of the items MN1, MN2, SK, and SR is determined, a process corresponding to the determined item is executed. This will be explained in detail below.
[0103] The vibration read-ahead adjustment function DS will now be explained. As shown in FIG. 9(b), the vibration pre-reading adjustment function DS is a function that adjusts (changes) the execution frequency of the vibration pre-reading effect. The vibration pre-reading adjustment function DS can also be said to be a function that adjusts (changes) the expected winning rate of the vibration pre-reading effect by adjusting (changing) the execution frequency of the vibration pre-reading effect. In the pachinko gaming machine 10, the setting DSa of the vibration pre-reading adjustment function DS can be selected between "ON" and "OFF" by operating the directional pad D3 (D3l, D3r). In the pachinko gaming machine 10, when the setting DSa is "ON," the execution frequency of the vibration pre-reading effect is lower than when it is "OFF." In the pachinko gaming machine 10, when the setting DSa is "ON," the expected winning rate of the vibration pre-reading effect is higher than when it is "OFF."
[0104] In this embodiment, the initial setting of the setting DSa is set to "OFF." The execution frequency of the reserve change effect does not change according to the setting DSa. The execution frequency of the zone effect does not change according to the setting DSa. The execution frequency of the special read-ahead effect does not change according to the setting DSa. The vibration read-ahead adjustment function DS can be understood as a function that allows settings to be made regarding the execution of the vibration read-ahead effect. In this embodiment, the settings regarding the execution of the vibration read-ahead effect correspond to specific execution settings. In the pachinko gaming machine 10, when the second effect button D2 is operated, the setting selected in the setting DSa (either "ON" or "OFF") is determined, and the setting of the vibration read-ahead adjustment function DS is completed. In the pachinko gaming machine 10, when the setting of the vibration read-ahead adjustment function DS is completed, the menu returns to the customization function.
[0105] The special read-ahead adjustment function TS will now be described. As shown in FIG. 9(c), the special read-ahead adjustment function TS is a function that adjusts (changes) the frequency of execution of the special read-ahead effect. The special read-ahead adjustment function TS is a function that adjusts whether or not the special read-ahead effect is executable. In the pachinko gaming machine 10, the setting TSa of the special read-ahead adjustment function TS can be selected between "ON" and "OFF" by operating the directional pad D3 (D3l, D3r). In the pachinko gaming machine 10, if the setting TSa is "OFF," the special read-ahead effect cannot be executed. In the pachinko gaming machine 10, if the setting TSa is "ON," the special read-ahead effect can be executed. In this embodiment, the initial setting of the setting TSa is set to "OFF." The special read-ahead adjustment function TS can be understood as a function that allows settings regarding the execution of the special read-ahead effect. In this embodiment, the setting regarding the execution of the special read-ahead effect corresponds to the special execution setting. In the pachinko gaming machine 10, when the second effect button D2 is operated, the setting selected in the setting TSa (either "ON" or "OFF") is determined, and the setting of the special read-ahead adjustment function TS is completed. In the pachinko gaming machine 10, when the setting of the special read-ahead adjustment function TS is completed, the menu returns to the customization function menu.
[0106] The process relating to the customization function executed by the secondary CPU 51 will be described. When the sub-CPU51 receives a second operation signal in standby mode, it controls the effect display device EH to display a menu for the customization function. When the sub-CPU51 receives a third operation signal while the menu for the customization function is being displayed, it selects one of items MN1, MN2, SK, and SR based on the third operation signal. The sub-CPU51 controls the effect display device EH to display an image (e.g., a cursor) that can identify the selected item. When the sub-CPU51 receives a second operation signal, it determines the selected item and controls the effect display device EH to display an image corresponding to the determined item.
[0107] When the item MN1 is determined, the secondary CPU 51 controls the effect display device EH to display the vibration read-ahead adjustment image shown in Figure 9(b). When the secondary CPU 51 inputs the third operation signal, it selects either "ON" or "OFF" for the setting DSa based on the third operation signal. After that, when the secondary CPU 51 inputs the second operation signal, it determines the setting content of the setting DSa.
[0108] Specifically, when the sub-CPU 51 inputs a second operation signal while the setting DSa is "ON," it stores information (hereinafter referred to as first ON information) that can identify that the setting DSa is "ON" in the sub-RWM 53. When the sub-CPU 51 inputs a second operation signal while the setting DSa is "OFF," it stores information (hereinafter referred to as first OFF information) that can identify that the setting DSa is "OFF" in the sub-RWM 53. In this way, the contents of the setting (specific execution setting) related to the execution of the vibration pre-reading effect include first OFF information and first ON information. Thereafter, the sub-CPU 51 controls the effect display device EH to display a menu of the customization function. In this embodiment, the first ON information is an example of specific information. In other words, the fact that the information stored in the sub-RWM 53 as the contents of the setting (specific execution setting) related to the execution of the vibration pre-reading effect is first ON information corresponds to the content of the setting related to the execution of the vibration pre-reading effect being specific information.
[0109] When the item MN2 is determined, the secondary CPU 51 controls the effect display device EH to display the special read-ahead adjustment image shown in Figure 9(c). When the secondary CPU 51 inputs the third operation signal, it selects either "ON" or "OFF" for the setting TSa based on the third operation signal. After that, when the secondary CPU 51 inputs the second operation signal, it determines the setting content of the setting TSa.
[0110] Specifically, when the secondary CPU 51 inputs a second operation signal while the setting TSa is "ON", it stores information (hereinafter referred to as second ON information) that can identify that the setting TSa is "ON" in the secondary RWM 53. In this embodiment, the second ON information corresponds to second special information. When the secondary CPU 51 inputs a second operation signal while the setting TSa is "OFF", it stores information (hereinafter referred to as second OFF information) that can identify that the setting TSa is "OFF" in the secondary RWM 53. In this embodiment, the second OFF information corresponds to first special information. In this way, the setting contents (special execution setting) related to the execution of the special pre-reading effect include second OFF information and second ON information. Thereafter, the secondary CPU 51 controls the effect display device EH to display a menu of the customization function. In this embodiment, the second ON information is an example of specific information. In other words, when the information stored in the sub-RWM53 as the content of the setting (special execution setting) regarding the execution of the special pre-reading effect is the second on information, this corresponds to the content of the setting regarding the execution of the special pre-reading effect being specific information.
[0111] When the item SK is determined, the sub-CPU 51 initializes the vibration read-ahead adjustment function DS (setting DSa) and the special read-ahead adjustment function TS (setting TSa). That is, the sub-CPU 51 stores the first off information and the second off information in the sub-RWM 53. When the item SR is determined, the sub-CPU 51 controls the effect display device EH to hide the menu of the customization function.
[0112] As described above, the sub-CPU 51 can perform execution settings as settings related to the execution of effects by operating an operation means operable by a player. The execution settings include a special execution setting as a setting related to the execution of a special look-ahead effect. The execution settings also include a specific execution setting as a setting related to the execution of a vibration look-ahead effect. In this embodiment, the sub-CPU 51 corresponds to execution setting means. The sub-CPU 51 stores information capable of identifying the content of the determined execution setting in the sub-RWM 53. This allows the sub-CPU 51 to identify the content of the execution setting. In this embodiment, the sub-RWM 53 corresponds to information storage means for storing information capable of identifying the content of the execution setting.
[0113] Here, we will explain the processing involved in executing the pre-reading effect. First, we will explain the processing involved in executing the hold change effect. When the sub-CPU 51 inputs a look-ahead command, it determines by a predetermined lottery whether to execute a hold change effect and the preview mode of the hold image H to be changed. The sub-CPU 51 executes the predetermined lottery regardless of the content of the execution setting. The sub-CPU 51 determines whether to execute a hold change effect so that the probability of determining to execute a hold change effect increases in the following order: "look-ahead command SC3" < "look-ahead command SC4" < "look-ahead command SC5" < "look-ahead command SC1" < "look-ahead command SC2". The sub-CPU 51 acquires a random number generated by a random number generation process, and determines whether to execute a hold change effect using the acquired random number and a judgment value for the hold change effect according to the look-ahead command.
[0114] When the sub-CPU 51 decides to execute a hold change effect, it determines the preview mode of the reserved image H to be changed from any one of the first preview mode, the second preview mode, and the third preview mode. When a variation start command for a miss variation pattern has been input, the sub-CPU 51 determines the preview mode of the reserved image H so that the probability of determination increases in the order of "third preview mode" < "second preview mode" < "first preview mode". The sub-CPU 51 acquires a random number generated by a random number generation process, and determines the preview mode of the reserved image H using the acquired random number and a judgment value for the preview mode of the miss variation pattern. When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 determines the preview mode of the reserved image H so that the probability of determination increases in the order of "first preview mode" < "second preview mode" < "third preview mode". The sub-CPU 51 acquires the random number generated by the random number generation process, and determines the advance notice mode of the reserved image H using the acquired random number and a judgment value for the advance notice mode of the big win fluctuation pattern.
[0115] Thereafter, the sub-CPU 51 controls the effect display device EH, the left speaker SPl, the right speaker SPr, the left decorative lamp LAl, and the right decorative lamp LAr so as to start a hold change effect based on the preview mode of the determined hold image H at a predetermined start timing. The predetermined start timing is between the time when the special game that is the target of the hold change effect is put on hold and the time when the special game is started. For example, the sub-CPU 51 controls the effect display device EH, the left speaker SPl, the right speaker SPr, the left decorative lamp LAl, and the right decorative lamp LAr so as to start a hold change effect at the same time or approximately the same time when the execution of the special game that is the target of the hold change effect is put on hold. In this embodiment, the hold change effect is an example of a predetermined effect.
[0116] The process for executing the zone effect will be described. When the secondary CPU 51 inputs a look-ahead command, it determines by a predetermined lottery whether or not to execute a zone effect and the style of the background image HG. The secondary CPU 51 executes the predetermined lottery regardless of the content of the execution setting. If the input look-ahead command is look-ahead command SC3, the secondary CPU 51 determines not to execute a zone effect. The secondary CPU 51 determines whether or not to execute a zone effect so that the probability of determining to execute a zone effect increases in the following order: "look-ahead command SC4" < "look-ahead command SC5" < "look-ahead command SC1" < "look-ahead command SC2". The secondary CPU 51 acquires a random number generated by a random number generation process, and uses the acquired random number and a judgment value for the zone effect corresponding to the look-ahead command to determine whether or not to execute a zone effect.
[0117] When the sub-CPU 51 determines to execute a zone effect, it determines the background image HG to be displayed from among the first background image, the second background image, and the third background image. When a variation start command for a failure variation pattern has been input, the sub-CPU 51 determines the background image HG to be displayed so that the probability of determination increases in the order of "third background image" < "second background image" < "first background image." The sub-CPU 51 acquires a random number generated by a random number generation process and determines the background image HG using the acquired random number and a judgment value for the background image of the failure variation pattern. When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 determines the background image HG to be displayed so that the probability of determination increases in the order of "first background image" < "second background image" < "third background image." The sub-CPU 51 acquires a random number generated by a random number generation process and determines the background image HG using the acquired random number and a judgment value for the background image of the jackpot variation pattern.
[0118] Thereafter, the sub-CPU 51 controls the effect display device EH, the left speaker SPl, the right speaker SPr, the left decorative lamp LAl, and the right decorative lamp LAr so as to start a zone effect based on the determined background image HG at a predetermined start timing. The predetermined start timing is between the time when a special game that is the target of the zone effect is put on hold and the time when that special game is started. For example, the sub-CPU 51 controls the effect display device EH, the left speaker SPl, the right speaker SPr, the left decorative lamp LAl, and the right decorative lamp LAr so as to start a zone effect when a new special game is started after the special game that is the target of the zone effect is put on hold. After starting the zone effect, the sub-CPU 51 controls the effect display device EH, the left speaker SPl, the right speaker SPr, the left decorative lamp LAl, and the right decorative lamp LAr so as to end the zone effect at a predetermined end timing. The predetermined end timing is when the special game that is the target of the zone effect starts. However, the predetermined end timing may also be after the special game that is the target of the zone effect starts. In this embodiment, the zone effect is an example of a predetermined effect.
[0119] The processing involved in executing the vibration pre-reading effect will be described. When the sub-CPU 51 inputs a look-ahead command, it determines whether or not to execute a vibration look-ahead effect. When determining whether or not to execute a vibration look-ahead effect, the sub-CPU 51 specifies whether the first ON information or the first OFF information is stored in the sub-RWM 53. Furthermore, when determining whether or not to execute a vibration look-ahead effect, the sub-CPU 51 specifies whether the second ON information or the second OFF information is stored in the sub-RWM 53. When the second ON information is received, the sub-CPU 51 determines not to execute a vibration look-ahead effect regardless of the input look-ahead command. When the second ON information is received, the sub-CPU 51 determines not to execute a vibration look-ahead effect regardless of whether the first ON information or the first OFF information is stored in the sub-RWM 53.
[0120] When the information is the second off information, the sub-CPU 51 determines whether to execute a vibration pre-reading effect depending on the input look-ahead command and whether the first on information or the first off information is stored in the sub-RWM 53. Specifically, when the look-ahead command SC3 has been input, the sub-CPU 51 determines not to execute a vibration pre-reading effect. When either the look-ahead command SC4 or SC5 has been input, the sub-CPU 51 determines whether to execute a vibration pre-reading effect so that the probability of deciding to execute a vibration pre-reading effect is higher when the information is the first off information than when the information is the first on information. When either the look-ahead command SC1 or SC2 has been input, the sub-CPU 51 determines whether to execute a vibration pre-reading effect so that the probability of deciding to execute a vibration pre-reading effect is the same for both the first on information and the first off information. Then, in both the case of first on information and first off information, the sub-CPU 51 determines whether or not to execute the vibration pre-reading effect so that the probability of deciding to execute the vibration pre-reading effect increases in the order of "pre-reading command SC4" < "pre-reading command SC1" < "pre-reading command SC5" < "pre-reading command SC2". In the case of first on information, the sub-CPU 51 acquires a random number generated by a random number generation process, and determines whether or not to execute the vibration pre-reading effect using the acquired random number and a judgment value for the first on information corresponding to the pre-reading command. In the case of first off information, the sub-CPU 51 acquires a random number generated by a random number generation process, and determines whether or not to execute the vibration pre-reading effect using the acquired random number and a judgment value for the first off information corresponding to the pre-reading command.
[0121] When the sub-CPU 51 decides to execute a vibration pre-reading effect, it determines the effect mode of the vibration pre-reading effect (vibration effect SD) from among the first vibration mode, the second vibration mode, and the third vibration mode. When a variation start command for a loss variation pattern has been input, the sub-CPU 51 determines the effect mode of the vibration pre-reading effect so that the probability of determination increases in the order of "third vibration mode" < "second vibration mode" < "first vibration mode." The sub-CPU 51 acquires a random number generated by a random number generation process, and determines the effect mode of the vibration pre-reading effect using the acquired random number and a judgment value for the vibration mode of the loss variation pattern. When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 determines the effect mode of the vibration pre-reading effect so that the probability of determination increases in the order of "first vibration mode" < "second vibration mode" < "third vibration mode." The sub-CPU 51 acquires a random number generated by the random number generation process, and determines the presentation mode of the vibration pre-reading presentation using the acquired random number and a judgment value for the vibration mode of the big win variation pattern.
[0122] Thereafter, the sub-CPU 51 controls the vibration device SM so as to start the vibration pre-reading effect simultaneously or approximately simultaneously with the suspension of the execution of the special game that is the target of the vibration pre-reading effect. After starting the vibration pre-reading effect, the sub-CPU 51 controls the vibration device SM so as to end the vibration pre-reading effect at an end timing based on the determined effect mode. In this embodiment, the vibration pre-reading effect corresponds to the second effect.
[0123] A specific example of when the vibration pre-reading effect is executed will be described. 10, in the pachinko gaming machine 10, when the ball entry state is in the non-time-shortened state, a gaming ball enters the first starting hole 15, and the execution of the first special game is newly suspended (time point T10). At this time, the pachinko gaming machine 10 starts a vibration pre-reading effect. Thereafter, at time point T11, when the effect time tm1 has elapsed since the start of the vibration pre-reading effect, the pachinko gaming machine 10 ends the vibration pre-reading effect.
[0124] Here, the presentation time tm1 differs depending on the presentation mode of the vibration pre-reading effect. For example, if the presentation mode of the vibration pre-reading effect is the first vibration mode, the presentation time tm1 of the vibration pre-reading effect will be the first time (1.5 seconds in this embodiment). For example, if the presentation mode of the vibration pre-reading effect is the second vibration mode, the presentation time tm1 of the vibration pre-reading effect will be the second time (2 seconds in this embodiment), which is longer than the first time. For example, if the presentation mode of the vibration pre-reading effect is the third vibration mode, the presentation time tm1 of the vibration pre-reading effect will be the third time (2.5 seconds in this embodiment), which is longer than the second time.
[0125] The processing involved in executing the special pre-reading effect will be explained. When the sub-CPU 51 inputs a look-ahead command, it determines whether or not to execute a special look-ahead effect. When determining whether or not to execute a special look-ahead effect, the sub-CPU 51 specifies whether the second ON information or the second OFF information is stored in the sub-RWM 53. If the second OFF information is stored in the sub-RWM 53, the sub-CPU 51 determines not to execute the special look-ahead effect. In this way, the special look-ahead effect cannot be executed when the content of the setting for executing the special look-ahead effect (special execution setting) is the second OFF information. If the second ON information is stored in the sub-RWM 53, the sub-CPU 51 determines whether or not to execute a special look-ahead effect in accordance with the input look-ahead command. If the input look-ahead command is look-ahead command SC3, the sub-CPU 51 determines not to execute the special look-ahead effect. The sub-CPU 51 determines whether or not to execute a special read-ahead effect so that the probability of determining to execute the special read-ahead effect increases in the following order: "read-ahead command SC4" < "read-ahead command SC1" < "read-ahead command SC5" < "read-ahead command SC2". The sub-CPU 51 acquires a random number generated by a random number generation process, and determines whether or not to execute a special read-ahead effect using the acquired random number and a judgment value for the special read-ahead effect corresponding to the read-ahead command. In this way, the special read-ahead effect can be executed when the content of the setting for executing the special read-ahead effect (special execution setting) is the second on information. The special read-ahead effect is more likely to be executed when an SR effect is executed when a pending special game that is the target of the special read-ahead effect is executed than when an NR effect is executed when a pending special game that is the target of the special read-ahead effect is executed.
[0126] In this embodiment, the sub-CPU 51 executes each lottery to determine whether or not to execute a look-ahead effect so that the expected probability of winning the special game that is the target of the look-ahead effect increases in the following order: "hold change effect" < "zone effect" < "vibration look-ahead effect" < "special look-ahead effect". In other words, when a special game that is the target of a special look-ahead effect is executed, a jackpot is more likely to occur than when a special game that is the target of a vibration look-ahead effect is executed. When a special game that is the target of a special look-ahead effect is executed, a jackpot is more likely to occur than when a special game that is not the target of a special look-ahead effect and is the target of a zone effect is executed. When a special game that is the target of a special look-ahead effect is executed, a jackpot is more likely to occur than when a special game that is not the target of a special look-ahead effect and is the target of a hold change effect is executed.
[0127] When the sub-CPU 51 decides to execute a special pre-reading effect, it determines the effect mode of the special pre-reading effect (light-emitting effect KE) from either the first light-emitting mode or the second light-emitting mode. When a variation start command for a miss variation pattern has been input, the sub-CPU 51 determines the effect mode of the special pre-reading effect so that the probability of determination increases in the order of "second light-emitting mode" < "first light-emitting mode." The sub-CPU 51 acquires a random number generated by a random number generation process, and determines the effect mode of the special pre-reading effect using the acquired random number and a judgment value for the light-emitting mode of the miss variation pattern. When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 determines the effect mode of the special pre-reading effect so that the probability of determination increases in the order of "first light-emitting mode" < "second light-emitting mode." The sub-CPU 51 acquires a random number generated by a random number generation process, and determines the effect mode of the special pre-reading effect using the acquired random number and a judgment value for the light-emitting mode of the jackpot variation pattern.
[0128] Thereafter, the sub-CPU51 controls the lower decorative lamp LAd so as to start a special suggestion effect at the same time or approximately at the same time as the execution of the special game that is the target of the special look-ahead effect is put on hold. The sub-CPU51 controls the lower decorative lamp LAd so as to end the special suggestion effect when a predetermined time has passed after starting the special suggestion effect. When the sub-CPU51 ends the special suggestion effect, it controls the light-emitting unit D1c and the lower speaker SPd so as to start a special look-ahead effect based on the determined effect mode. The sub-CPU51 controls the light-emitting unit D1c and the lower speaker SPd so as to end the special look-ahead effect when a predetermined time has passed after starting the special look-ahead effect. In this embodiment, the special look-ahead effect corresponds to the special effect. The special look-ahead effect corresponds to the first effect.
[0129] If the sub-CPU 51 decides not to execute the special look-ahead effect, it determines by a predetermined lottery whether or not to execute the special suggestion effect. If the input look-ahead command is look-ahead command SC1, SC2, SC4, or SC5, the sub-CPU 51 decides not to execute the special suggestion effect. If the input look-ahead command is look-ahead command SC3, the sub-CPU 51 decides whether or not to execute the special suggestion effect. The sub-CPU 51 acquires a random number generated by a random number generation process, and uses the acquired random number and a judgment value for the special suggestion effect to decide whether or not to execute the special suggestion effect.
[0130] When the sub-CPU51 decides not to execute the special pre-reading effect, but decides to execute the special suggestion effect, it controls the lower decorative lamp LAd so that the special suggestion effect starts simultaneously or approximately simultaneously with the suspension of the execution of the special game that is the subject of the special suggestion effect. After starting the special suggestion effect, the sub-CPU51 controls the lower decorative lamp LAd so that the special suggestion effect ends when a predetermined time has elapsed. The sub-CPU51 does not execute the special pre-reading effect even if the special suggestion effect ends. In this embodiment, the special suggestion effect corresponds to a special effect.
[0131] A specific example of when the special pre-reading effect is executed and when the special pre-reading effect is not executed will be described. Figure 11(a) shows an example of when the special pre-reading effect is executed. Figure 11(b) shows an example of when the special pre-reading effect is not executed.
[0132] As shown in FIG. 11(a), in the pachinko gaming machine 10, when the ball entry state is in the non-time-shortened state, a gaming ball enters the first starting hole 15, and the execution of the first special game is newly suspended (time T20). At this time, the pachinko gaming machine 10 starts a special suggestion effect. Thereafter, at time T21, when a presentation time tm2 (1 second in this embodiment) has elapsed since the start of the special suggestion effect, the pachinko gaming machine 10 ends the special suggestion effect and starts a special pre-reading effect. Thereafter, at time T22, when a presentation time tm3 (1.5 seconds in this embodiment) has elapsed since the start of the special pre-reading effect, the pachinko gaming machine 10 ends the special pre-reading effect.
[0133] As shown in FIG. 11(b), in the pachinko gaming machine 10, when the ball entry state is in the non-time-saving state, a game ball enters the first starting slot 15, causing the execution of a new first special game to be suspended (time T20). At this time, the pachinko gaming machine 10 starts a special suggestion effect. Then, at time T21, when the effect time tm2 has elapsed since the start of the special suggestion effect, the pachinko gaming machine 10 ends the special suggestion effect, but does not start the special pre-reading effect. Although not shown, in the pachinko gaming machine 10, even if the execution of a new first special game is suspended when the ball entry state is in the non-time-saving state, the special suggestion effect may not be executed. Also, in the pachinko gaming machine 10, even if the execution of a new second special game is suspended when the ball entry state is in the time-saving state, the special suggestion effect may not be executed. Thus, when the special pre-reading effect is executed, the lower decorative lamp LAd can execute the special suggestion effect before the start of the special pre-reading effect. The special suggestion effect may be executed when the special pre-reading effect is not executed.
[0134] As described above, the vibration pre-reading effect starts at the same time or approximately at the same time when the execution of the special game that is the target of the vibration pre-reading effect is put on hold. The vibration pre-reading effect ends when any one of the first time (1.5 seconds in this embodiment), second time (2 seconds in this embodiment), and third time (2.5 seconds in this embodiment) has elapsed since the start of execution. The special pre-reading effect starts when the effect time tm2 (1 second in this embodiment) has elapsed since the execution of the special game that is the target of the special pre-reading effect is put on hold. The special pre-reading effect ends when the effect time tm3 (1.5 seconds in this embodiment) has elapsed since the start of execution. In this way, the period during which the special pre-reading effect can be executed and the period during which the vibration pre-reading effect can be executed at least partially overlap.
[0135] Next, the frequency with which the pre-reading effect is performed will be explained. As described above, the vibration pre-reading effect is configured to be executed at different frequencies depending on the settings of the vibration pre-reading adjustment function DS (setting DSa). The special pre-reading effect is configured to be executed at different frequencies depending on the settings of the special pre-reading adjustment function TS (setting TSa).
[0136] As shown in FIG. 12, when the setting DSa is "OFF" and the setting TSa is "OFF", the execution frequency of the hold change effect and the zone effect is "high". When the setting DSa is "OFF" and the setting TSa is "OFF", the execution frequency of the vibration pre-reading effect is "medium". When the setting DSa is "OFF" and the setting TSa is "OFF", the special pre-reading effect is not executed (shown as "none" in the figure). Note that FIG. 12 shows that the execution frequency (frequency of occurrence) increases in the order of "none" < "lowest" < "low" < "medium" < "high".
[0137] When the setting DSa is "ON" and the setting TSa is "OFF", the execution frequency of the hold change effect and the zone effect is "high". When the setting DSa is "ON" and the setting TSa is "OFF", the execution frequency of the vibration pre-reading effect is "low". When the setting DSa is "ON" and the setting TSa is "OFF", the special pre-reading effect is not executed.
[0138] In this way, in the pachinko gaming machine 10, the frequency of execution of the vibration pre-reading effect differs between when the setting DSa is "OFF" and when the setting DSa is "ON". In other words, in the pachinko gaming machine 10, the probability of execution of the vibration pre-reading effect differs depending on the setting content of the setting DSa. In the pachinko gaming machine 10, the probability of execution of the reserve change effect and the zone effect does not differ depending on the setting content of the setting DSa. In the pachinko gaming machine 10, the probability of execution of the special pre-reading effect does not differ depending on the setting content of the setting DSa.
[0139] When the setting DSa is "OFF" and the setting TSa is "ON", the execution frequency of the hold change effect and the zone effect is "high". When the setting DSa is "OFF" and the setting TSa is "ON", the vibration pre-reading effect is not executed. When the setting DSa is "OFF" and the setting TSa is "ON", the execution frequency of the special pre-reading effect is "lowest".
[0140] When the setting DSa is "ON" and the setting TSa is "ON", the execution frequency of the hold change effect and the zone effect is "high". When the setting DSa is "ON" and the setting TSa is "ON", the vibration pre-reading effect is not executed. When the setting DSa is "ON" and the setting TSa is "ON", the execution frequency of the special pre-reading effect is "lowest".
[0141] As described above, in the pachinko gaming machine 10, the frequency of execution of the special read-ahead effect differs between when the setting TSa is "OFF" and when the setting TSa is "ON." In other words, in the pachinko gaming machine 10, the probability of execution of the special read-ahead effect differs depending on the setting of the setting TSa. In the pachinko gaming machine 10, the probability of execution of the hold change effect and the zone effect does not differ depending on the setting of the setting TSa. On the other hand, in the pachinko gaming machine 10, the probability of execution of the vibration read-ahead effect differs depending on the setting of the setting TSa. In other words, in the pachinko gaming machine 10, the setting related to the execution of the special read-ahead effect affects the execution of the vibration read-ahead effect. In the pachinko gaming machine 10, when the setting TSa is "ON," the vibration read-ahead effect is not executed regardless of whether the setting DSa is "ON" or "OFF." In other words, the vibration read-ahead effect is not executed when the setting related to the execution of the special read-ahead effect (special execution setting) is the second on information. Therefore, when the setting content regarding the execution of the special pre-reading effect is the second on information, it can be said that the execution of the vibration pre-reading effect is restricted.
[0142] The hold change effect is executed more frequently than the vibration pre-reading effect and the special pre-reading effect. The zone effect is executed more frequently than the vibration pre-reading effect and the special pre-reading effect. The vibration pre-reading effect is executed more frequently than the special pre-reading effect. In this embodiment, the expected winning rate of the special game that is the target of the pre-reading effect increases in the following order: "hold change effect" < "zone effect" < "vibration pre-reading effect" < "special pre-reading effect". In other words, the special pre-reading effect is executed less frequently than pre-reading effects that are different from the special pre-reading effect, but is an effect that has a high expected winning rate.
[0143] As described above, the sub-CPU 51 stores the setting contents of the vibration look-ahead adjustment function DS (setting DSa) in the sub-RWM 53, and changes the execution frequency of the vibration look-ahead effect in accordance with the setting contents. On the other hand, the sub-CPU 51 does not change the execution frequency of the hold change effect and the zone effect in accordance with the setting contents of the vibration look-ahead adjustment function DS (setting DSa). Also, the sub-CPU 51 stores the setting contents of the special look-ahead adjustment function TS (setting TSa) in the sub-RWM 53, and changes the execution frequency of the special look-ahead effect in accordance with the setting contents. On the other hand, the sub-CPU 51 does not change the execution frequency of the hold change effect and the zone effect in accordance with the setting contents of the special look-ahead adjustment function TS (setting TSa). In other words, the execution frequency of the hold change effect and the zone effect is the same when the setting contents (special execution setting) related to the execution of the special look-ahead effect (special execution setting) are the second off information and when the setting contents (special execution setting) related to the execution of the special look-ahead effect are the second on information.
[0144] The effects of the first embodiment will be described. (1-1) The special pre-reading effect can be executed when the setting for the execution of the special pre-reading effect (special execution setting) is the second on information, and is more likely to be executed when an SR effect, which has a higher winning expectation rate than an NR effect, is executed than when an NR effect is executed. For example, for a player who wants to see the effect only when a special game with a high winning expectation rate is executed, by setting the execution of the special pre-reading effect, a gameplay method can be adopted in which the effect to be executed after the special pre-reading effect is executed can be confirmed only when the special pre-reading effect is executed as a pre-reading effect. Thus, according to this embodiment, the effect that matches the player's desired gameplay method can be executed by the player's operation, thereby increasing the player's interest in the game. Furthermore, because the special suggestion effect can be executed before the special pre-reading effect is executed, it is possible to prevent the player from missing the effect that will be executed after the special pre-reading effect due to not recognizing the special pre-reading effect.
[0145] (1-2) In the pachinko gaming machine 10, when the execution of a special game is suspended, there are cases where a special suggestive effect is executed and then a special predictive effect is executed, and cases where a special suggestive effect is executed and then a special predictive effect is not executed. Thus, according to this embodiment, when a special suggestive effect that can identify that a special predictive effect will be executed is executed, it is possible to create a sense of anticipation as to whether or not the special predictive effect will be executed thereafter. Furthermore, according to this embodiment, since a special suggestive effect may not be executed when the execution of a special game is suspended, it is possible to create anticipation as to whether or not the special suggestive effect will be executed. Thus, according to this embodiment, when a special suggestive effect is executed, a player can adopt a gameplay method in which they pay attention to the subsequent effects, thereby increasing their interest in the game.
[0146] (1-3) The hold change effect and the zone effect are executed with the same execution frequency regardless of the settings for the execution of the special pre-reading effect. In other words, even though the hold change effect and the zone effect are the same pre-reading effects as the special pre-reading effect, they can be executed without being affected by the settings for the execution of the special pre-reading effect. As a result, according to this embodiment, even if the settings for the execution of the special pre-reading effect are set to the second on information, the execution balance of the hold change effect and the zone effect can be maintained. Therefore, according to this embodiment, it is possible to allow the player to play in the way they want, and it is possible to execute balanced effects, thereby increasing the interest in the game.
[0147] (1-4) According to this embodiment, not only can the execution settings for the special pre-reading effect and the vibration pre-reading effect be configured, but the execution of the vibration pre-reading effect can also be restricted by the settings for the execution of the special pre-reading effect. In other words, according to this embodiment, the vibration pre-reading effect can be executed not only according to the settings for the execution of the vibration pre-reading effect, but also according to the settings for the execution of the special pre-reading effect. Therefore, according to this embodiment, for example, by restricting the execution of the vibration pre-reading effect in a situation where the special pre-reading effect is executed, the enjoyment of the special pre-reading effect can be appropriately provided. In this way, according to this embodiment, the execution settings for the special pre-reading effect and the vibration pre-reading effect can be configured by the player's operation, and the enjoyment of each effect can be appropriately provided, thereby increasing the interest in the game.
[0148] (1-5) The period during which the special pre-reading effect can be executed and the period during which the vibration pre-reading effect can be executed overlap at least partially. If the special pre-reading effect and the vibration pre-reading effect are executed during the same period, it is conceivable that the special pre-reading effect and the vibration pre-reading effect will interfere with each other's execution. According to this embodiment, the execution of the vibration pre-reading effect can be restricted according to the settings related to the execution of the special pre-reading effect, thereby preventing mutual interference. Therefore, according to this embodiment, the special pre-reading effect and the vibration pre-reading effect can each be enjoyed, thereby increasing interest in the game.
[0149] (1-6) The special pre-reading effect and the vibration pre-reading effect are both executed by the first effect button D1. Therefore, for example, if the execution periods of the special pre-reading effect and the vibration pre-reading effect overlap, it is difficult for the player to recognize that the special pre-reading effect and the vibration pre-reading effect have been executed. Furthermore, if the special pre-reading effect and the vibration pre-reading effect are executed simultaneously, the player may mistakenly believe that different effects have been executed. This may reduce interest in the game. According to this embodiment, the vibration pre-reading effect is not executed when the special pre-reading effect is executed, and the special pre-reading effect is not executed when the vibration pre-reading effect is executed. Therefore, the special pre-reading effect and the vibration pre-reading effect can be enjoyed separately, thereby increasing interest in the game.
[0150] [Second embodiment] A second embodiment of the pachinko gaming machine will be described. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified.
[0151] The second embodiment differs from the first embodiment in that the pachinko gaming machine 10 can perform settings relating to the execution of hold change effects and zone effects as an example of a customization function. The following describes the settings for executing the hold change effect and the zone effect. In the following description, the hold change effect and the zone effect may be collectively referred to as the "predetermined pre-reading effect."
[0152] As shown in Figures 13(a) and (b), the customization functions in this embodiment include a vibration look-ahead adjustment function DS and a special look-ahead adjustment function TS, as well as a specified look-ahead adjustment function SS that adjusts the execution frequency (appearance frequency) of a specified look-ahead performance.
[0153] As shown in Figure 13(a), the performance display device EH displays items MN1 to MN3, item SK, and item SR as customizable items. Item MN3 indicates the predetermined read-ahead adjustment function SS. Below, we will explain the predetermined read-ahead adjustment function SS when item MN3 is determined.
[0154] As shown in FIG. 13(b), the predetermined read-ahead adjustment function SS is a function that adjusts (changes) the frequency of execution of the predetermined read-ahead effect. The predetermined read-ahead adjustment function SS is a function that adjusts whether or not the predetermined read-ahead effect is disabled. In the pachinko gaming machine 10, the setting SSa of the predetermined read-ahead adjustment function SS can be selected between "ON" and "OFF" by operating the directional pad D3 (D3l, D3r). In the pachinko gaming machine 10, when the setting SSa is "OFF," the predetermined read-ahead effect can be executed. In the pachinko gaming machine 10, when the setting SSa is "ON," the predetermined read-ahead effect cannot be executed. In this embodiment, the initial setting of the setting SSa is set to "OFF." The predetermined read-ahead adjustment function SS can be understood as a function that allows settings regarding the execution of the predetermined read-ahead effect. In this embodiment, the setting regarding the execution of the predetermined read-ahead effect corresponds to a special execution setting. In the pachinko gaming machine 10, when the second effect button D2 is operated, the setting selected in the setting SSa (either "ON" or "OFF") is determined, and the setting of the predetermined look-ahead adjustment function SS is completed. In the pachinko gaming machine 10, when the setting of the predetermined look-ahead adjustment function SS is completed, the menu returns to the customization function menu.
[0155] The process relating to the predetermined read-ahead adjustment function SS executed by the secondary CPU 51 will be described. When the item MN3 is determined, the secondary CPU 51 controls the effect display device EH to display the image of the predetermined read-ahead adjustment shown in Fig. 13(b). When the secondary CPU 51 inputs the third operation signal, it selects either "ON" or "OFF" for the setting SSa based on the third operation signal. After that, when the secondary CPU 51 inputs the second operation signal, it determines the setting content of the setting SSa.
[0156] Specifically, when the secondary CPU 51 inputs a second operation signal while the setting SSa is "ON", it stores information (hereinafter referred to as third ON information) that can identify that the setting SSa is "ON" in the secondary RWM 53. In this embodiment, the third ON information corresponds to the second special information. When the secondary CPU 51 inputs a second operation signal while the setting SSa is "OFF", it stores information (hereinafter referred to as third OFF information) that can identify that the setting SSa is "OFF" in the secondary RWM 53. In this embodiment, the third OFF information corresponds to the first special information. In this way, the setting contents (special execution settings) related to the execution of a predetermined pre-reading effect include the third OFF information and the third ON information. Thereafter, the secondary CPU 51 controls the effect display device EH to display a menu of the customization function.
[0157] When the item SK is determined, the sub-CPU 51 initializes the vibration read-ahead adjustment function DS (setting DSa), the special read-ahead adjustment function TS (setting TSa), and the predetermined read-ahead adjustment function SS (setting SSa). In other words, the sub-CPU 51 stores the first off information, the second off information, and the third off information in the sub-RWM 53. In this embodiment, the settings (execution settings) related to the execution of effects by operating the operation means operable by the player include the predetermined read-ahead adjustment function SS, which is different from the vibration read-ahead adjustment function DS and the special read-ahead adjustment function TS.
[0158] Next, the frequency with which the pre-reading effect is performed will be explained. As shown in FIG. 14, when the setting SSa is "OFF," the execution frequency of the hold change effect and the zone effect is "high." When the setting SSa is "ON," the hold change effect and the zone effect are not executed. In this way, in the pachinko gaming machine 10, the execution frequency of the hold change effect and the zone effect differs when the setting SSa is "OFF" and when the setting SSa is "ON." In other words, in the pachinko gaming machine 10, the probability that the hold change effect and the zone effect will be executed differs depending on the setting of the setting SSa. Note that in the pachinko gaming machine 10, the probability that the hold change effect and the zone effect will be executed does not differ depending on the setting of the setting DSa. Note that in the pachinko gaming machine 10, the probability that the hold change effect and the zone effect will be executed does not differ depending on the setting of the setting TSa. Note that in the pachinko gaming machine 10, the probability that the vibration pre-reading effect will be executed does not differ depending on the setting of the setting SSa. In the pachinko gaming machine 10, as in the first embodiment, the probability of executing a vibration look-ahead effect differs depending on the settings of the settings DSa and TSa. Also, in the pachinko gaming machine 10, the probability of executing a special look-ahead effect does not differ depending on the settings of the settings SSa. In the pachinko gaming machine 10, as in the first embodiment, the probability of executing a special look-ahead effect differs depending on the settings of the settings TSa. As described above, the setting related to the execution of a predetermined look-ahead effect (special execution setting) is a different effect from the special look-ahead effect, and is a setting related to the execution of an effect that suggests or notifies the winning probability of a special game on hold.
[0159] The processing involved in executing the hold change effect will be explained. When determining whether to execute a hold change effect, the sub-CPU 51 specifies whether the third ON information or the third OFF information is stored in the sub-RWM 53. When the third ON information is stored in the sub-RWM 53, the sub-CPU 51 determines not to execute a hold change effect. When the third OFF information is stored in the sub-RWM 53, the sub-CPU 51 determines whether to execute a hold change effect and the preview mode of the hold image H to be changed by a predetermined lottery, similar to the processing related to the execution of the hold change effect in the first embodiment.
[0160] The process for executing the zone effect will be described. When determining whether or not to execute a zone effect, the sub-CPU 51 specifies whether the third ON information or the third OFF information is stored in the sub-RWM 53. The sub-CPU 51 determines not to execute a zone effect when the third ON information is stored in the sub-RWM 53. When the third OFF information is stored in the sub-RWM 53, the sub-CPU 51 determines whether or not to execute a zone effect and the type of the background image HG by a predetermined lottery, similar to the process related to the execution of the zone effect in the first embodiment.
[0161] Next, we will explain the intensity of the audio effects and light effects in the special pre-reading effects. As shown in FIG. 15, the pachinko gaming machine 10 can vary the intensity of the audio effects and light-emitting effects of the special pre-reading effects depending on the settings of the predetermined pre-reading adjustment function SS. In other words, the intensity of the special pre-reading effects varies depending on the settings of the predetermined pre-reading adjustment function SS. In the pachinko gaming machine 10, the louder the volume of the audio effects, the higher the intensity of the effects. In the pachinko gaming machine 10, the greater the amount of light (higher the brightness) of the light-emitting effects, the higher the intensity of the effects. The intensity of the effects is the degree of strength of the effects.
[0162] In the pachinko gaming machine 10, when the setting SSa is "OFF," a special read-ahead effect can be executed while a hold change effect or a zone effect is being executed. In addition, in the pachinko gaming machine 10, when the setting SSa is "OFF," an audio effect dedicated to the special read-ahead effect is executed at a louder volume than when the setting SSa is "ON." In other words, in the pachinko gaming machine 10, in a situation where a hold change effect or a zone effect can be executed, an audio effect dedicated to the special read-ahead effect is executed at a louder volume than in a situation where a hold change effect or a zone effect cannot be executed. For example, when a special read-ahead effect is executed while a hold change effect or a zone effect is being executed, an audio effect dedicated to the special read-ahead effect is executed at a louder volume than in a situation where a hold change effect or a zone effect cannot be executed.
[0163] In the pachinko gaming machine 10, when the setting SSa is "OFF," the light-emitting effect KE is executed with a greater amount of light than when the setting SSa is "ON." That is, in the pachinko gaming machine 10, in a situation where a hold change effect and a zone effect can be executed, the sound effect of the light-emitting effect KE is executed with a greater amount of light than in a situation where a hold change effect and a zone effect cannot be executed. For example, if a special pre-reading effect is executed while a hold change effect or a zone effect is being executed, the sound effect of the light-emitting effect KE is executed with a greater amount of light than in a situation where a hold change effect and a zone effect cannot be executed.
[0164] When executing the special read-ahead effect, the sub-CPU 51 specifies whether the third ON information or the third OFF information is stored in the sub-RWM 53. When the third OFF information is stored in the sub-RWM 53, the sub-CPU 51 controls the lower speaker SPd to execute an audio effect dedicated to the special read-ahead effect at a first volume. When the third ON information is stored in the sub-RWM 53, the sub-CPU 51 controls the lower speaker SPd to execute an audio effect dedicated to the special read-ahead effect at a second volume that is lower than the first volume.
[0165] When the third off information is stored in the sub-RWM 53, the sub-CPU 51 controls the light-emitting unit D1c to execute the light-emitting effect KE at a first light intensity. When the third on information is stored in the sub-RWM 53, the sub-CPU 51 controls the light-emitting unit D1c to execute the light-emitting effect KE at a second light intensity that is smaller than the first light intensity. In this way, when the content of the setting regarding the execution of the predetermined pre-reading effect (special execution setting) is the third off information, the intensity of the special pre-reading effect is higher than when the content of the setting regarding the execution of the predetermined pre-reading effect (special execution setting) is the third on information. Therefore, when the content of the special execution setting is the third off information, the intensity of the special pre-reading effect is increased compared to when the content of the special execution setting is the third on information, so it can be said that the special pre-reading effect is emphasized.
[0166] The effects of the second embodiment will be described. The second embodiment has the following advantages in addition to the advantages (1-1) to (1-6) of the first embodiment.
[0167] (2-1) According to this embodiment, the intensity of the special pre-reading effect can be changed according to the content of the setting for the execution of the predetermined pre-reading effect, which is different from the setting for the execution of the special pre-reading effect, so that the special pre-reading effect can be executed with an intensity according to the execution state of the effect. As a result, according to this embodiment, it is possible to prevent the player from missing the effect that will be executed subsequently due to not being able to recognize the special pre-reading effect.
[0168] (2-2) According to this embodiment, the intensity of the special pre-reading effect can be changed by configuring settings for the execution of the reserve change effect and the zone effect, which are different from the special pre-reading effect. This allows the intensity of the special pre-reading effect to be changed without affecting the effect for the currently running special game. In this way, according to this embodiment, it is possible to make it easier for players to notice that the special pre-reading effect has been executed as a pre-reading effect while enjoying the effect of the currently running special game.
[0169] (2-3) When a special look-ahead effect is executed during execution of a hold change effect or a zone effect, the intensity of the special look-ahead effect is higher than in a situation where the hold change effect or the zone effect cannot be executed. As a result, according to this embodiment, the intensity of the special look-ahead effect can be adjusted according to the situation, making it easier to recognize the execution of the special look-ahead effect.
[0170] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The setting SSa of the predetermined read-ahead adjustment function SS is not limited to "ON" or "OFF." For example, the setting SSa of the predetermined read-ahead adjustment function SS may be selectable from "ON," "Zone ON," "Hold Change ON," and "OFF." When the secondary CPU 51 inputs a second operation signal while the setting SSa is "Zone ON," it may store information (hereinafter referred to as fourth ON information) that can identify that the setting SSa is "Zone ON" in the secondary RWM 53. When the secondary CPU 51 inputs a second operation signal while the setting SSa is "Hold Change ON," it may store information (hereinafter referred to as fifth ON information) that can identify that the setting SSa is "Hold Change ON" in the secondary RWM 53.
[0171] When the setting SSa is "ON", the hold change effect and the zone effect may not be executed. When the setting SSa is "Zone ON", the zone effect may not be executed. When the setting SSa is "Zone ON", the execution frequency of the hold change effect may be "High". When the setting SSa is "Hold Change ON", the hold change effect may not be executed. When the setting SSa is "Hold Change ON", the execution frequency of the zone effect may be "High". When the setting SSa is "OFF", the execution frequency of the hold change effect and the zone effect may be "High".
[0172] In the pachinko gaming machine 10, when the setting SSa is "Zone ON", an audio effect dedicated to the special pre-reading effect may be executed at a louder volume than when the setting SSa is "On". In the pachinko gaming machine 10, when the setting SSa is "Hold Change ON", an audio effect dedicated to the special pre-reading effect may be executed at a louder volume than when the setting SSa is "Zone ON". In the pachinko gaming machine 10, when the setting SSa is "Off", an audio effect dedicated to the special pre-reading effect may be executed at a louder volume than when the setting SSa is "Hold Change ON".
[0173] In the pachinko gaming machine 10, when the setting SSa is "Zone ON", the light-emitting effect KE may be executed with a greater amount of light than when the setting SSa is "On". In the pachinko gaming machine 10, when the setting SSa is "Hold Change ON", the light-emitting effect KE may be executed with a greater amount of light than when the setting SSa is "Zone ON". In the pachinko gaming machine 10, when the setting SSa is "Off", the light-emitting effect KE may be executed with a greater amount of light than when the setting SSa is "Hold Change ON".
[0174] In this way, when the setting content for the execution of the predetermined pre-reading effect is the third off information, the intensity of the special pre-reading effect may be higher than when the setting content for the execution of the predetermined pre-reading effect is the fifth on information. When the setting content for the execution of the predetermined pre-reading effect is the fifth on information, the intensity of the special pre-reading effect may be higher than when the setting content for the execution of the predetermined pre-reading effect is the fourth on information. When the setting content for the execution of the predetermined pre-reading effect is the fourth on information, the intensity of the special pre-reading effect may be higher than when the setting content for the execution of the predetermined pre-reading effect is the third on information. In other words, the pachinko gaming machine 10 may be configured so that the intensity of the special pre-reading effect increases in the following order of the setting content for the execution of the predetermined pre-reading effect: "third off information" < "fifth on information" < "fourth on information" < "third on information".
[0175] The sub-CPU 51 may determine not to execute the special read-ahead effect when the input read-ahead command is read-ahead command SC1. The sub-CPU 51 may determine not to execute the special read-ahead effect when the input read-ahead command is read-ahead command SC4. The sub-CPU 51 may determine not to execute the special read-ahead effect when the input read-ahead command is either read-ahead command SC1 or SC4. In other words, the special read-ahead effect may not be executed in a situation where an NR effect may be executed when a pending special game that is the target of the special read-ahead effect is executed, but may be executed in a situation where an SR effect may be executed when a pending special game that is the target of the special read-ahead effect is executed.
[0176] The sub-CPU 51 may execute a vibration pre-reading effect when the second on information is stored in the sub-RWM 53. For example, when the second on information is stored in the sub-RWM 53, if the sub-CPU 51 decides to execute a vibration pre-reading effect and then decides not to execute a special pre-reading effect, the sub-CPU 51 may execute a vibration pre-reading effect. On the other hand, when the second on information is stored in the sub-RWM 53, if the sub-CPU 51 decides to execute a vibration pre-reading effect and then decides to execute a special pre-reading effect, the sub-CPU 51 may not execute the vibration pre-reading effect. Therefore, when the setting content for executing the special pre-reading effect is the second on information, the execution of the vibration pre-reading effect is restricted.
[0177] When the setting DSa is "OFF" and the setting TSa is "ON", the frequency of execution of the vibration pre-reading effect may be "medium". On the other hand, when the setting DSa is "ON" and the setting TSa is "ON", the vibration pre-reading effect does not have to be executed. In other words, the sub-CPU 51 may not restrict the execution of the vibration pre-reading effect when the first off information is stored in the sub-RWM 53 and the second on information is stored in the sub-RWM 53. On the other hand, the sub-CPU 51 may restrict the execution of the vibration pre-reading effect when the first on information is stored in the sub-RWM 53 and the second on information is stored in the sub-RWM 53.
[0178] When the setting DSa is "ON" and the setting TSa is "ON", the frequency of execution of the vibration pre-reading effect may be "low". On the other hand, when the setting DSa is "OFF" and the setting TSa is "ON", the vibration pre-reading effect may not be executed. In other words, the sub-CPU 51 may not restrict the execution of the vibration pre-reading effect when the first ON information is stored in the sub-RWM 53 and the second ON information is stored in the sub-RWM 53. On the other hand, the sub-CPU 51 may restrict the execution of the vibration pre-reading effect when the first OFF information is stored in the sub-RWM 53 and the second ON information is stored in the sub-RWM 53.
[0179] When the second ON information is stored in the sub-RWM 53, the sub-CPU 51 may limit the execution of either the special pre-reading effect or the vibration pre-reading effect. When the second OFF information is stored in the sub-RWM 53, the sub-CPU 51 may execute the special pre-reading effect. For example, when the sub-CPU 51 decides to execute the special pre-reading effect but decides not to execute the vibration pre-reading effect, the sub-CPU 51 may execute the special pre-reading effect. When the sub-CPU 51 decides not to execute the special pre-reading effect but decides to execute the vibration pre-reading effect, the sub-CPU 51 may execute the vibration pre-reading effect. When the sub-CPU 51 decides to execute the special pre-reading effect but decides to execute the vibration pre-reading effect, the sub-CPU 51 may execute either the special pre-reading effect or the vibration pre-reading effect. In this case, the sub-CPU 51 may determine which of the special pre-reading effect or the vibration pre-reading effect to execute by conducting a predetermined lottery. In this way, when the setting content for the execution of the special look-ahead effect is the second on information and the setting content for the execution of the vibration look-ahead effect is the first on information, the execution of one of the special look-ahead effect and the vibration look-ahead effect may be restricted. Also, when the setting content for the execution of the special look-ahead effect is the second on information and the setting content for the execution of the vibration look-ahead effect is the first off information, the execution of one of the special look-ahead effect and the vibration look-ahead effect may be restricted.
[0180] The special suggestion effect may include a sound effect. When executing the special suggestion effect, the sub-CPU 51 may execute a sound effect dedicated to the special suggestion effect by the lower speaker SPd in addition to the light-emitting effect SE by the lower decorative lamp LAd.
[0181] In the pachinko gaming machine 10, there may be cases where the special suggestion effect is not executed before the special pre-reading effect is executed. In other words, in the pachinko gaming machine 10, when the special pre-reading effect is executed, the special suggestion effect may be executed or may not be executed. When the special suggestion effect is not executed, the sub-CPU 51 may control the lower decorative lamp LAd to start the special pre-reading effect simultaneously or approximately simultaneously with the suspension of the execution of the special game that is the target of the special pre-reading effect. When the special suggestion effect is not executed, the sub-CPU 51 may control the lower decorative lamp LAd to start the special pre-reading effect when the performance time tm2 of the special suggestion effect has elapsed since the suspension of the execution of the special game that is the target of the special pre-reading effect.
[0182] The start timing of the hold change effect may be changed as appropriate. The start timing of the hold change effect may be before the start of the special game that is the target of the hold change effect. The start timing of the zone effect may be changed as appropriate. The start timing of the zone effect may be before the start of the special game that is the target of the zone effect.
[0183] The start timing of the vibration pre-reading effect may be changed as appropriate. It is preferable that the start timing of the vibration pre-reading effect be before the special game that is the target of the vibration pre-reading effect is started. For example, the sub-CPU 51 may control the vibration device SM to start the vibration pre-reading effect when a predetermined time has elapsed since the execution of the special game that is the target of the vibration pre-reading effect was suspended. The start timing of the vibration pre-reading effect and the start timing of the special pre-reading effect may be the same. For example, the start timing of both the vibration pre-reading effect and the special pre-reading effect may be when a predetermined time has elapsed since the execution of the special game that is the target of each pre-reading effect was suspended. In this case, the predetermined time may be the same as the performance time tm2 of the special suggestion effect. The period during which the special pre-reading effect can be executed and the period during which the vibration pre-reading effect can be executed may overlap in part or in whole.
[0184] The sub-CPU 51 may make the presentation time tm3 of the special pre-reading effect when the third off information is stored in the sub-RWM 53 longer than the presentation time tm3 of the special pre-reading effect when the third on information is stored in the sub-RWM 53. In this way, when the content of the setting regarding the execution of the predetermined pre-reading effect (special execution setting) is the third off information, the intensity of the special pre-reading effect may be higher than when the content of the setting regarding the execution of the predetermined pre-reading effect (special execution setting) is the third on information.
[0185] The presentation time tm1 of the vibration pre-reading effect may be changed as appropriate. In other words, the first time, which is the presentation time tm1 when the presentation mode of the vibration pre-reading effect is the first vibration mode, the second time, which is the presentation time tm1 when the presentation mode of the vibration pre-reading effect is the second vibration mode, and the third time, which is the presentation time tm1 when the presentation mode of the vibration pre-reading effect is the third vibration mode, may be changed as appropriate. For example, the first time may be shorter than 1.5 seconds. For example, the third time may be longer than 2.5 seconds.
[0186] The duration tm2 of the special suggestion effect may be changed as needed. The duration tm2 may be shorter or longer than 1 second. The duration tm3 of the special pre-reading effect may be changed as needed. The duration tm3 may be shorter or longer than 1.5 seconds.
[0187] There may be multiple types of presentation time tm3 for the special pre-reading effect. The presentation time tm3 may be different when the presentation mode of the special pre-reading effect is the first light-emitting mode and when the presentation mode of the special pre-reading effect is the second light-emitting mode. For example, the fourth hour as the presentation time tm3 when the presentation mode of the special pre-reading effect is the first light-emitting mode may be shorter than the fifth hour as the presentation time tm3 when the presentation mode of the special pre-reading effect is the second light-emitting mode. For example, the fourth hour as the presentation time tm3 when the presentation mode of the special pre-reading effect is the first light-emitting mode may be longer than the fifth hour as the presentation time tm3 when the presentation mode of the special pre-reading effect is the second light-emitting mode.
[0188] The sub-CPU 51 may cause the light-emitting element D1c to emit light in a predetermined manner during execution of the vibration pre-reading effect (vibration effect SD). In other words, the vibration pre-reading effect may be configured to include a light-emitting effect. In this case, the sub-CPU 51 may control the light-emitting element D1c to emit light in different manners during execution of the vibration pre-reading effect and during execution of the special pre-reading effect.
[0189] During execution of the vibration pre-reading effect (vibration effect SD), the sub-CPU 51 may cause the left speaker SP1 and the right speaker SPr to execute an audio effect dedicated to the vibration pre-reading effect. In other words, the vibration pre-reading effect may be configured to include an audio effect.
[0190] The pachinko gaming machine 10 may be capable of executing a pre-reading effect that is different from the hold change effect, the zone effect, the vibration pre-reading effect, and the special pre-reading effect. The pachinko gaming machine 10 may be capable of executing a predetermined effect, different from the effect game and reach effect, as an effect for a currently running special game. The predetermined effect may be an effect that suggests or notifies the expected probability of a win for the currently running special game. For example, the predetermined effect may be a pseudo-sequential effect. The pseudo-sequential effect is an effect in which unit fluctuations, separated by re-fluctuations of the effect symbols, are executed multiple times during the execution of a single special game. The pseudo-sequential effect may have a higher expected probability of a win, the more unit fluctuations there are. Furthermore, when a pending special game that is the target of the special pre-reading effect is executed, the pseudo-sequential effect may be executed more easily when a pseudo-sequential effect with a second number of unit fluctuations (e.g., three times) greater than the first number of unit fluctuations (e.g., two times) is executed than when a pseudo-sequential effect with a first number of unit fluctuations (e.g., two times) is executed. In other words, when a pending special game that is the subject of the special pre-reading effect is executed, the special pre-reading effect may be more likely to be executed when a pseudo consecutive effect with a high probability of winning is executed than when a pseudo consecutive effect with a low probability of winning is executed.
[0191] The type of fluctuation pattern may be changed as appropriate. In the jackpot game processing, the probability of determining a jackpot fluctuation pattern may be changed as appropriate. For example, the main CPU 42 may determine the probability of the fluctuation pattern to be determined in the order of "jackpot fluctuation pattern associated with the execution of SR presentation" < "jackpot fluctuation pattern associated with the execution of NR presentation". For example, the main CPU 42 may determine the probability of the fluctuation pattern to be determined in "jackpot fluctuation pattern associated with the execution of SR presentation" and "jackpot fluctuation pattern associated with the execution of NR presentation" to be the same.
[0192] In the loss game processing, the probability of determining a loss variation pattern may be changed as appropriate. For example, the main CPU 42 may determine the probability of the variation pattern to be determined in the following order: "loss variation pattern associated with the execution of NR presentation" < "loss variation pattern associated with the execution of SR presentation" < "loss variation pattern not associated with the execution of reach presentation." For example, the main CPU 42 may determine the probability of the variation pattern to be determined in the "loss variation pattern associated with the execution of NR presentation" and the "loss variation pattern associated with the execution of SR presentation" so that they are the same.
[0193] The variation pattern associated with the execution of an NR effect and the variation pattern associated with the execution of an SR effect do not have to be determined with the same probability. For example, the variation pattern associated with the execution of an SR effect may be determined with a higher probability than the variation pattern associated with the execution of an NR effect. In other words, the probability of an SR effect being executed may be higher than the probability of an NR effect being executed.
[0194] The customization function may include a volume adjustment function that adjusts the volume of the sound produced by the speakers SP (SPl, SPr, SPd) when they produce sound effects, and a light intensity adjustment function that adjusts the light intensity (brightness) of the decorative lamps LA (LAl, LAr, LAd) and the first effect button D1 when they produce light-emitting effects. For example, in the pachinko gaming machine 10, it is preferable that the sound is output from each speaker SP at a volume corresponding to the volume level set by the volume adjustment function. In the pachinko gaming machine 10, it is preferable that the light emitters and light-emitting units D1c built into each decorative lamp LA emit light at an intensity corresponding to the light intensity level set by the light intensity adjustment function.
[0195] When power supply is started after being cut off, the secondary CPU 51 may store the first off information, the second off information, and the third off information in the secondary RWM 53. In other words, the secondary CPU 51 may initialize the customized content when power supply is cut off.
[0196] The vibration device SM may be configured as part of the first effect button D1. Pachinko gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the drop lottery is won (drop machine) and those that maintain the high probability state until the next jackpot game. Pachinko gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when the game ball passes through a specific area (V probability variable machine). A pachinko gaming machine may be embodied in any of these specifications. A pachinko gaming machine may also be a pachinko gaming machine with a specification that combines the drop machine and V probability variable machine described above. A pachinko gaming machine may also be a pachinko gaming machine with a specification that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to the normal state. The pachinko gaming machine may also be embodied as a pachinko gaming machine (a so-called type 1 / type 2 hybrid machine) that includes a jackpot game to which a transition occurs based on winning a jackpot in a lottery, and a jackpot game to which a transition occurs based on the game ball passing through a specific area.The pachinko gaming machine may also be embodied as a pachinko gaming machine that includes a small jackpot game to which a transition occurs based on winning a small jackpot in a lottery without winning a jackpot in the lottery, and a jackpot game to which a transition occurs based on the game ball passing through a specific area during the small jackpot game.
[0197] The special game may be displayed on the effect display device EH. In this case, the effect game may not be displayed. The first special game and the second special game may be executed in the order of the reserved games, or may be executed simultaneously in parallel.
[0198] The mechanical configuration of the pachinko gaming machine may be changed as appropriate. For example, the pachinko gaming machine may be provided with a movable body as an effect execution means, and configured to be able to execute a moving effect using the movable body. For example, the pachinko gaming machine may be configured such that the effect display device EH is composed of multiple display means, and some of the display means may be configured to be movable.
[0199] The functions of the main control board 40 may be divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be divided among multiple boards. For example, a pachinko gaming machine may be equipped with a display board that exclusively controls the effect display device EH, a lamp board that exclusively controls the decorative lamp LA, an audio board that exclusively controls the speaker SP, and a vibration board that exclusively controls the vibration device SM, and may further be equipped with a master board that comprehensively controls these boards. Furthermore, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.
[0200] The pachinko gaming machine may be embodied as a pachinko gaming machine in which a virtual medium composed of electronic data is dispensed when a gaming ball is dispensed. In other words, the pachinko gaming machine may be embodied as a pachinko gaming machine in which no physical gaming medium is dispensed (a so-called controlled gaming machine). Such a pachinko gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium and to be able to launch the gaming ball.
[0201] The technical ideas that can be understood from each embodiment and modified example will be described. (Note 1) A gaming machine capable of suspending the execution of a variable game is provided with a winning lottery means capable of executing a winning lottery, a performance execution means capable of executing a performance, a performance control means capable of controlling the performance execution means, an execution setting means capable of setting the execution of the performance by operating an operation means operable by a player, and an information storage means for storing information capable of specifying the content of the execution setting, wherein the performance includes a special performance for suggesting or informing the probability of winning of a suspended variable game, and a specific performance for suggesting or informing the probability of winning of a variable game in execution, and the specific performance includes a first specific performance and a second specific performance having a higher probability of winning than the first specific performance. and a second specific effect with a high waiting period, the execution settings include a special execution setting as a setting for executing the special effect, the contents of the special execution setting include first special information and second special information, the special effect can be executed when the contents of the special execution setting are the second special information, the second specific effect is more likely to be executed when a pending variable game that is the target of the special effect is executed than when the first specific effect is executed when a pending variable game that is the target of the special effect is executed, and the effect execution means, when executing the special effect, is capable of executing a special effect before the start of the special effect.
[0202] (Appendix 2) The gaming machine described in Appendix 1, wherein the special effect may be executed when the special effect is not executed. (Appendix 3) The gaming machine described in Appendix 1 or Appendix 2, wherein the effects include predetermined effects that suggest or notify the probability of winning a variable game on hold, and the predetermined effects are executed with the same frequency when the content of the special execution setting is the first special information and when the content of the special execution setting is the second special information.
[0203] (Appendix 4) A gaming machine capable of suspending the execution of a variable game is provided with a winning lottery means capable of executing a winning lottery, a performance execution means capable of executing a performance, a performance control means capable of controlling the performance execution means, an execution setting means capable of setting the execution of the performance by operating an operation means operable by a player, and an information storage means for storing information capable of specifying the content of the execution setting, wherein the performance includes a special performance for suggesting or notifying the probability of winning of a suspended variable game, and a specific performance for suggesting or notifying the probability of winning of a variable game in progress, and the specific performance includes a first specific performance and a second specific performance for suggesting or notifying the probability of winning of a variable game in progress, the first specific performance being a first specific performance and a third specific performance having a higher probability of winning than the first specific performance. a second specific effect having a higher probability of being executed, and a second specific effect having a higher probability of being executed, the execution settings include a special execution setting as a setting for executing the special effect, the contents of the special execution setting include first special information and second special information, the special effect can be executed when the contents of the special execution setting are the second special information, the special effect is not executed in a situation where the first specific effect can be executed when a pending variable game that is the target of the special effect is executed, and is executed in a situation where the second specific effect can be executed when a pending variable game that is the target of the special effect is executed, and the effect execution means, when executing the special effect, is capable of executing a special effect before the start of the special effect.
[0204] (Appendix 5) A gaming machine capable of suspending the execution of a variable game is provided with a winning lottery means capable of executing a winning lottery, a performance execution means capable of executing a performance, a performance control means capable of controlling the performance execution means, an execution setting means capable of setting the execution of the performance by operating an operation means operable by a player, and an information storage means for storing information capable of specifying the content of the execution setting, wherein the performance includes a special performance for suggesting or notifying the probability of winning of a suspended variable game, and a specific performance for suggesting or notifying the probability of winning of a variable game currently being executed, and the specific performance includes a first specific performance and a second specific performance having a higher probability of winning than the first specific performance, and the execution setting includes a setting for the execution of the special performance. a special execution setting and a special execution setting different from the special execution setting, the contents of the special execution setting include first special information and second special information, the special effect can be executed when the content of the special execution setting is the second special information, the second specific effect is more likely to be executed when a pending variable game that is the target of the special effect is executed than when the first specific effect is executed when a pending variable game that is the target of the special effect is executed, and when the content of the special execution setting is the first special information, the intensity of the special effect is higher when the content of the special execution setting is the first special information than when the content of the special execution setting is the second special information.
[0205] (Appendix 6) A gaming machine as described in Appendix 5, wherein the content of the special execution setting includes third special information, and when the content of the special execution setting is the first special information, the intensity of the special effect is higher than when the content of the special execution setting is the third special information, and when the content of the special execution setting is the third special information, the intensity of the special effect is higher than when the content of the special execution setting is the second special information.
[0206] (Appendix 7) A gaming machine as described in Appendix 5 or Appendix 6, wherein the special execution setting is a setting for executing an effect that is different from the special effect and that suggests or notifies the player of the expected winning probability of a pending variable game.
[0207] (Appendix 8) A gaming machine capable of suspending the execution of a variable game, comprising: a winning lottery means capable of executing a winning lottery; an effect execution means capable of executing an effect; an effect control means capable of controlling the effect execution means; an execution setting means capable of setting an execution as a setting for the execution of the effect by operating an operation means operable by a player; and an information storage means for storing information capable of specifying the content of the execution setting, wherein the effects include a first effect and a second effect, and the execution settings include a special execution setting as a setting for the execution of the first effect and a specific execution setting as a setting for the execution of the second effect, wherein the first effect can be executed when the content of the special execution setting is specific information, and when the content of the special execution setting is the specific information, the execution of the second effect is restricted.
[0208] (Appendix 9) A gaming machine as described in Appendix 8, in which the period during which the first effect can be executed and the period during which the second effect can be executed overlap at least partially. (Appendix 10) A gaming machine as described in Appendix 8, in which the period during which the first effect can be executed and the period during which the second effect can be executed overlap in part or in whole.
[0209] (Appendix 11) A gaming machine capable of suspending the execution of a variable game, comprising: a winning lottery means capable of executing a winning lottery; an effect execution means capable of executing an effect; an effect control means capable of controlling the effect execution means; an execution setting means capable of setting an execution of the effect by operating an operation means operable by a player; and an information storage means for storing information capable of specifying the content of the execution setting, wherein the effects include a first effect and a second effect, and the execution settings include a special execution setting as a setting for the execution of the first effect and a specific execution setting as a setting for the execution of the second effect, and wherein when the content of the special execution setting is specific information and the content of the specific execution setting is specific information, the execution of one of the first effect and the second effect is restricted. [Explanation of symbols]
[0210] 10... Pachinko gaming machine 13a... First special symbol display section 13b... Second special symbol display section 13c... First special hold display section 13d... Second special hold display section 15... First start opening 16... Second start opening 17... Normal variable member 18... Large prize opening 19... Special variable member 40... Main control board 41... Microprocessor 42... Main CPU 43... Main ROM 44... Main RWM 45... Random number circuit 50... Sub control board 51... Sub CPU 52... Sub ROM 53... Sub RWM D1... First effect button D1a... First operated section D1b... First operation sensor D1c... Light emitting section D2... Second effect button D2a... Second operated section D2b... Second operation sensor D3... Cross key D3b... Third operation sensor DS... Vibration pre-reading adjustment function DSa... Setting EH... Effect display device GH...Image display section LAd...Lower decorative lamp LAl...Left decorative lamp LAr...Right decorative lamp SE1...1st start sensor SE2...2nd start sensor SE3...Special winning sensor SE4...Normal start sensor SL1...Normal solenoid SL2...Special solenoid SM...Vibration device SPd...Lower speaker SPl...Left speaker SPr...Right speaker SS...Predetermined look-ahead adjustment function SSa...Settings TS...Special look-ahead adjustment function TSa...Settings
Claims
[Claim 1] In a gaming machine capable of suspending the execution of a variable game, a winning lottery drawing means capable of executing a winning lottery; a performance execution means capable of executing a performance; a performance control means capable of controlling the performance execution means; An execution setting means for allowing a player to perform an execution setting as a setting related to the execution of the effect by operating an operation means operable by the player; an information storage means for storing information that can identify the content of the execution setting; The effects include a special effect that suggests or notifies the winning expectation of a pending variable game, and a specific effect that suggests or notifies the winning expectation of a variable game in an ongoing variable game, The specific effects include a first specific effect and a second specific effect having a higher winning expectation than the first specific effect, The execution setting includes a special execution setting as a setting for executing the special effect, and a special execution setting different from the special execution setting, The contents of the special execution setting include first special information and second special information, The contents of the special execution setting include first special information and second special information, The special effect can be executed when the content of the special execution setting is the second special information, and the second specific effect is more likely to be executed when a pending variable game that is the target of the special effect is executed than when the first specific effect is executed when a pending variable game that is the target of the special effect is executed, The effect execution means, when executing the special effect, is capable of executing a special effect before the start of the special effect, When the content of the special execution setting is the first special information, the intensity of the special effect is higher than when the content of the special execution setting is the second special information.
Citation Information
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