gaming machines
The gaming machine addresses the need for situation-appropriate vibration effects by incorporating specific operation and vibration means, ensuring continuous execution during power interruptions.
Patent Information
- Application Number
- JP2023043106
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2025-09-29
- Estimated Expiration
- 2043-03-17
Smart Images

Figure 0007745271000001 
Figure 0007745271000002 
Figure 0007745271000003
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 be able to execute vibration effects that vibrate the operating means (for example, Patent Document 1). Some gaming machines that are capable of executing such vibration effects are equipped with multiple types of vibration effects that are triggered by different triggers. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-6135 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, there has been a demand for vibration effects to be executed in a manner suited to the situation. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is a gaming machine that can execute various effects, and is equipped with a specific operation means that can be operated by a player, an operation detection means that can detect the operation of the specific operation means, and a vibration means that vibrates the specific operation means, and the effects include a vibration effect in which the specific operation means vibrates, and the vibration effects include a first vibration effect that is executed in response to the operation of the specific operation means, and a second vibration effect that is executed without being triggered by the operation of the specific operation means, When the second vibration effect is executed, the effect of prompting the user to operate the specific operation means is not executed,The duration of the first vibration effect and the duration of the second vibration effect are different, and even if the power supply is cut off during the execution of either the first vibration effect or the second vibration effect, when the power supply is subsequently resumed, the vibration means vibrates in the same vibration pattern as when the power supply is cut off during the execution of the first vibration effect and when the power supply is cut off during the execution of the second vibration effect. [Effects of the Invention]
[0006] According to the present invention, vibration effects can be executed in a manner suited to the situation. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view schematically showing a pachinko gaming machine installed in an island facility. [Figure 2] FIG. 2 is a front view schematically showing a pachinko gaming machine. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is an explanatory diagram illustrating an example of a read-ahead command. [Figure 5] 5(a) and 5(b) are schematic diagrams showing an example of the result vibration effect. [Figure 6] FIG. 6 is a timing chart showing a specific example of the flow of the effect when the result vibration effect is executed. [Figure 7] 7(a) and 7(b) are schematic diagrams showing an example of the advance notice vibration effect. [Figure 8] FIG. 8 is a timing chart showing a specific example of the flow of the effect when the advance notice vibration effect is executed. [Figure 9] FIG. 9 is a timing chart showing a specific example of the flow of the presentation when the pre-reading vibration presentation is executed. [Figure 10] 10(a) to 10(c) are explanatory diagrams showing an example of the customization function in the second embodiment. [Figure 11] FIG. 11 is an explanatory diagram showing an example of the frequency of execution of effects by the customization function in the second embodiment. [Figure 12] FIG. 12 is an explanatory diagram showing an example of the intensity of vibration by the customization function in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] [First embodiment] The 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 from the player YS.
[0009] As shown in FIG. 1, an island facility SS is installed in an amusement parlor or the like. The island facility SS is a facility for installing pachinko gaming machines 10, which are an example of gaming machines. The island facility SS can accommodate multiple pachinko gaming machines 10 side by side. A player YS plays the pachinko gaming machine 10 while seated in a seat provided in front of the pachinko gaming machine 10 by operating various operating units provided on the pachinko gaming machine 10. In addition to the effects performed on the pachinko gaming machine 10 on which the player YS is playing, the player YS can also recognize, for example, the effects performed on an adjacent pachinko gaming machine 10.
[0010] As shown in FIG. 2, the pachinko gaming machine 10 includes a frame 11. The frame 11 includes an installation frame for fixing the pachinko gaming machine 10 to the island equipment SS, 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 as gaming media can be launched by operating the launch handle HD.
[0011] The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA performs an effect of turning on, blinking, and extinguishing a built-in light-emitting element (hereinafter referred to as a light-emitting effect). The decorative lamp LA is provided in a frame body 11. The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP performs an effect of outputting sounds such as human and animal voices, sound effects, and music (hereinafter referred to as an audio effect). The speaker SP is provided in 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, the speakers SP, and the performance display devices EH are each performance devices capable of performing 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, the speakers SP, and the performance display devices EH, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0019] The pachinko gaming machine 10 is equipped with a first effect button D1. In this embodiment, the first effect button D1 corresponds to a specific operation means. The first effect button D1 is a button type that can be pressed. Without being limited to this, the first effect button D1 may 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 YS 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 first effect button D1 being operated. In this embodiment, the first operation sensor D1b corresponds to an operation detection means capable of detecting 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 the player YS looks at the first operated part D1a, he or she can also see the lit 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 whose center of gravity is biased and a DC motor. The number of vibrations (frequency) produced by the vibration device SM varies depending on the frequency input to the DC motor. The number of vibrations produced by the vibration device SM increases as the frequency input to the DC motor increases. The vibration device SM can impart the generated vibrations to the first effect button D1. In other words, the first effect button D1 vibrates as the vibration device SM generates vibrations. In this embodiment, the vibration device SM corresponds to vibration means that vibrates the first effect button D1. The first effect button D1 executes an effect in which the first effect button D1 vibrates (hereinafter referred to as vibration effect).
[0022] The pachinko gaming machine 10 is equipped with a second effect button D2. In this embodiment, the second effect button D2 corresponds to a special operation means. The second effect button D2 is a button type that can be pressed. Without being limited to this, the second effect button D2 may be a lever type. The second effect button D2 has a second operated part D2a. The second operated part D2a is a member that the player YS touches when operating the second effect button D2. The second operated part D2a 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. 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] In the pachinko gaming machine 10, the surface area of the first operated portion D1a is larger than the surface area of the second operated portion D2a. Therefore, it can be said that the first effect button D1 has a larger area that the player YS can touch than the second effect button D2. Furthermore, in the pachinko gaming machine 10, the distance over which the first operated portion D1a can be displaced from its initial position to its operating position is longer than the distance over which the second operated portion D2a can be displaced from its initial position to its operating position. Therefore, it can be said that the first effect button D1 has a larger amount of operation that can be pressed than the second effect button D2. Therefore, the pachinko gaming machine 10 is configured so that the feeling of operation given to the player YS when the player YS operates the first effect button D1 is different from the feeling of operation given to the player YS when the player YS operates the second effect button D2.
[0024] 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 the player YS. 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.
[0025] 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. 3). 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.
[0026] 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. 3). 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. 3) 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.
[0027] The pachinko gaming machine 10 is equipped with a jackpot opening 18. The pachinko gaming machine 10 is equipped with a special winning sensor SE3 (shown in FIG. 3) that detects a gaming ball that has entered the jackpot opening 18. In the pachinko gaming machine 10, when a gaming ball is detected by the special winning 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 jackpot opening 18 and a second state in which a gaming ball cannot enter the jackpot opening 18. The pachinko gaming machine 10 is equipped with a special solenoid SL2 (shown in FIG. 3) as means for operating the special variable member 19. The special variable member 19 is operated to the first state during a jackpot game.
[0028] The pachinko gaming machine 10 is equipped with a gate 25. The pachinko gaming machine 10 is equipped with a normal start sensor SE4 that detects a gaming ball that has entered the gate 25 (shown in FIG. 3). 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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).
[0034] 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 YS. A round effect is performed in 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.
[0035] 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.
[0036] 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."
[0037] In a presentation 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. Reach effects include normal reach effects (hereinafter referred to as NR effects) and super reach effects (hereinafter referred to as SR effects), which have a higher probability of winning than NR effects. SR effects are executed, for example, with content that expands on the content of NR effects. The expected probability of winning can be calculated by the ratio of the appearance rate in the case of a jackpot to the overall appearance rate, which is the sum of the appearance rates in the case of a non-jackpot and the case of a jackpot. Therefore, the expected probability of winning can also be said to be the probability of winning a jackpot as a result of a winning lottery.
[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, 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.
[0039] 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.
[0040] The main ROM 43 stores judgment values and tables 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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, judgment values used for predetermined lotteries, etc. 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, vibration effect data used for vibration effects, etc.
[0045] 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.
[0046] The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker 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. The sub-CPU 51 corresponds to a performance control means that controls the decorative lamp LA, speaker SP, and performance display device EH as performance execution means.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] As shown in FIG. 4, 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 variation 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 variation 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 variation 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 variation 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 variation pattern in which an SR effect is executed.
[0054] 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.
[0055] 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 to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main RWM 44, the pachinko gaming machine 10 can suspend its execution until the execution conditions for the second special game are met. 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.
[0056] 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.
[0057] 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.
[0058] 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 a jackpot variation pattern that executes an NR presentation and a jackpot variation pattern that executes an SR presentation. After that, the main CPU 42 ends the special pattern start processing.
[0059] If the jackpot is not won, the main CPU 42 performs a loss game process. In the loss game process, 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 identified from the random number information. The loss variation patterns determined by the main CPU 42 include a loss variation pattern that does not execute a reach effect, a loss variation pattern that executes an NR effect, and a loss variation pattern that executes an SR effect. Thereafter, the main CPU 42 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 in the time-shortened state, 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 in the non-time-shortened state.
[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 symbol 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 symbol combination to be derived in the effect game based on a special symbol that can be specified from the input special symbol command. If a jackpot symbol can be specified from the special symbol command, the sub-CPU 51 determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the sub-CPU 51 determines a losing symbol combination. If a variation start command that can specify a losing variation pattern associated with the execution of either an NR effect or an SR effect is input, the sub-CPU 51 determines a losing symbol combination including a reach.
[0075] In the effect game processing, the sub-CPU 51 controls the effect display device EH to start the variable display of the effect symbols of each symbol row in response to the input of a variation start command. That is, the sub-CPU 51 starts the effect game. The sub-CPU 51 controls the effect display device EH so that the effect game is played based on the determined variation content during the variation time specified for the variation pattern. Then, after starting the effect game, the sub-CPU 51 temporarily stops the display of the symbol combination when a predetermined stop timing arrives, and then, upon input of a variation end command, causes the symbol combination to be displayed as a fixed, stopped combination. For example, if the sub-CPU 51 inputs a variation start command for a variation pattern associated with the execution of an SR effect, the sub-CPU 51 starts the effect game, then executes the SR effect, and, upon the predetermined timing, temporarily stops the display of the symbol combination, and upon input of the variation end command, causes the symbol combination to be displayed as a fixed, stopped combination.
[0076] Next, various effects that are performed during the execution of the effect game will be described. The pachinko gaming machine 10 is configured to be able to execute an effect (hereinafter referred to as an operation effect) that prompts the player to operate the first effect button D1. The operation effect is composed of an effect that requests the player to operate the first effect button D1 and an effect that is executed in response to the operation of the first effect button D1. In this embodiment, the operation effect includes a winning result effect that notifies the player whether or not the special game being executed will result in a jackpot.
[0077] The winning result effect, which is an example of an operation effect, and the vibration effect that can be executed while the winning result effect is being executed will be explained together with the control by the sub-CPU 51. As shown in Figures 5(a) and (b), in the effect display device EH, a winning result effect can be started at a predetermined start timing during the execution of an effect game. In this embodiment, the start timing of the winning result effect is a timing after a reach is formed and before all columns of effect symbols are temporarily displayed in a stopped state. In the effect display device EH, when the winning result effect starts, an operation request effect SE is started. The operation request effect SE is an effect that requests the operation of the first effect button D1. In other words, the operation request effect SE is an effect that prompts the operation of the first effect button D1.
[0078] As shown in FIG. 5(a), the operation request effect SE is composed of a display effect by the effect display device EH and a light-emitting effect by the first effect button D1. While the operation request effect SE is being executed, the effect display device EH displays an image that resembles the first effect button D1 and a text image that reads "Press!" Furthermore, while the operation request effect SE is being executed, the light-emitting element D1c of the first effect button D1 emits light in a predetermined manner. In this embodiment, while the operation request effect SE is being executed, the light-emitting element D1c emits light in red, making the first operated element D1a of the first effect button D1 appear to be lit in red. In this way, the pachinko gaming machine 10 executes the operation request effect SE to prompt the player YS to operate the first effect button D1. In this embodiment, the operation request effect SE corresponds to a specific effect. After the operation request effect SE starts, when the player YS operates the first effect button D1 during the period in which operation of the first effect button D1 is accepted (hereinafter referred to as the operation acceptance period), the pachinko gaming machine 10 ends the operation request effect SE and starts a result notification effect KE. When the operation request effect SE ends, the light-emitting unit D1c goes out. Furthermore, when the player YS operates the second effect button D2 during the operation acceptance period, the pachinko gaming machine 10 ends the operation request effect SE and starts a result notification effect KE. The result notification effect KE is an effect that notifies the effect display device EH whether the special game being executed is a jackpot or a loss.
[0079] As shown in Fig. 5(b), during the execution of the result notification effect KE, the effect display device EH displays a text image of "Yay! Big Win!!" to notify that the special game being executed is a big win. Note that, when notifying that the special game being executed is a loss, the effect display device EH displays a text image of "Sorry, Loss" as the result notification effect KE.
[0080] In the pachinko gaming machine 10, when a predetermined time has passed since the start of the result notification presentation KE, the result notification presentation KE ends and the winning result presentation ends. Note that if the operation acceptance period ends without either the first presentation button D1 or the second presentation button D2 being operated, the pachinko gaming machine 10 ends the operation request presentation SE without executing the result notification presentation KE, and the winning result presentation ends.
[0081] Furthermore, in the pachinko gaming machine 10, when the first effect button D1 is operated by the player YS during the operation acceptance period, a result vibration effect SD1 may be executed as a vibration effect caused by the first effect button D1. In the pachinko gaming machine 10, even if the second effect button D2 is operated by the player YS during the operation acceptance period, the result vibration effect SD1 is not executed. The result vibration effect SD1, which is executed in response to the operation of the first effect button D1, is an example of a first vibration effect. In the pachinko gaming machine 10, the result vibration effect SD1 may be executed when the currently executed special game results in a jackpot. On the other hand, in the pachinko gaming machine 10, the result vibration effect SD1 is not executed when the currently executed special game results in a loss. The result vibration effect SD1 is executed so that the first effect button D1 vibrates a first number of times per second (100 times in this embodiment). The result vibration effect SD1 ends when a first time tm1 (3 seconds in this embodiment) has elapsed since the start of execution. A specific example will be described below.
[0082] As shown in FIG. 6, in the pachinko gaming machine 10, it is assumed that a winning result effect as an operation effect has started (time point T10). As a result, in the pachinko gaming machine 10, an operation acceptance period begins, and an operation request effect SE starts on the effect display device EH and the first effect button D1. Thereafter, in the pachinko gaming machine 10, it is assumed that the first effect button D1 is operated by the player YS during the operation acceptance period (time point T11). As a result, in the pachinko gaming machine 10, the operation request effect SE ends on the effect display device EH and the first effect button D1. Then, in the pachinko gaming machine 10, a result notification effect KE starts on the effect display device EH. Furthermore, in the pachinko gaming machine 10, a result vibration effect SD1 starts. Thereafter, in the pachinko gaming machine 10, at time point T12, which is a first time tm1 after the start of the result vibration effect SD1, the result vibration effect SD1 ends. At time T13 when a predetermined time has elapsed since the start of the result notification presentation KE, the pachinko gaming machine 10 ends the result notification presentation KE and also ends the winning result presentation.
[0083] As described above, when the result vibration effect SD1 is executed, the operation request effect SE is executed. In the pachinko gaming machine 10, the execution of the operation request effect SE prompts the operation of the first effect button D1, making the first effect button D1 more likely to be operated. Thus, the pachinko gaming machine 10 can make the result vibration effect SD1 more likely to be executed. When the result vibration effect SD1 is executed, the first effect button D1 vibrates a first number of times per second for a first time tm1. The pachinko gaming machine 10 ends the result vibration effect SD1 if the first effect button D1 is no longer operated before the first time tm1 has elapsed since the start of the result vibration effect SD1. However, the pachinko gaming machine 10 may continue to execute the result vibration effect SD1 until the first time tm1 has elapsed, even if the first effect button D1 is no longer operated before the first time tm1 has elapsed since the start of the result vibration effect SD1. The pachinko gaming machine 10 may execute the result vibration effect SD1 when the first effect button D1 is operated during the period from when the result vibration effect SD1 starts until the first time tm1 has elapsed, and may not execute the result vibration effect SD1 when the first effect button D1 is not operated. Note that if the operation acceptance period for the winning result effect ends without the first effect button D1 being operated, the pachinko gaming machine 10 will not execute the result vibration effect SD1.
[0084] The following describes the process for executing the winning result presentation and the result vibration presentation SD1. When the sub-CPU 51 inputs a variation start command of a variation pattern associated with the execution of an SR effect, it determines by a predetermined lottery whether or not to execute a winning result effect. For example, the sub-CPU 51 acquires a random number generated by a random number generation process, and performs a lottery to determine whether or not to execute a winning result effect using the acquired random number and a judgment value for the winning result effect. When the sub-CPU 51 inputs a variation start command of a variation pattern associated with the execution of an NR effect, it may execute a winning result effect.
[0085] When the sub-CPU 51 decides to execute the winning result effect, it controls the effect display device EH and the light-emitting unit D1c to start the operation request effect SE at a predetermined start timing, and also starts the operation acceptance period. For example, the start timing of the winning result effect is a predetermined time (for example, 10 seconds) before the symbol combination is temporarily stopped and displayed. When the operation acceptance period ends without inputting either the first operation signal or the second operation signal, the sub-CPU 51 controls the effect display device EH and the light-emitting unit D1c to end the operation request effect SE. Then, the sub-CPU 51 ends the processing related to the execution of the winning result effect.
[0086] When the sub-CPU 51 inputs either the first operation signal or the second operation signal during the operation acceptance period, it controls the effect display device EH and the light-emitting unit D1c to end the operation request effect SE, and controls the effect display device EH to start the result notification effect KE. When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 controls the effect display device EH to display the text image "Yay! Jackpot!!" as the result notification effect KE. When a variation start command for a miss variation pattern has been input, the sub-CPU 51 controls the effect display device EH to display the text image "Sorry, miss" as the result notification effect KE. When a predetermined time has passed since the start of the result notification effect KE, the sub-CPU 51 controls the effect display device EH to end the result notification effect KE. Then, the sub-CPU 51 ends the processing related to the execution of the win result effect.
[0087] The sub-CPU 51 may control the vibration device SM so that, when a first operation signal is input during the operation acceptance period, the result vibration effect SD1 is executed by the first effect button D1. The sub-CPU 51 controls the vibration device SM so that, even if a second operation signal is input during the operation acceptance period, the result vibration effect SD1 is not executed by the first effect button D1. The sub-CPU 51 controls the vibration device SM so that, when a variation start command for a jackpot variation pattern has been input, the result vibration effect SD1 is executed when the first operation signal is input. On the other hand, when a variation start command for a loss variation pattern has been input, the sub-CPU 51 controls the vibration device SM so that the result vibration effect SD1 is not executed even if the first operation signal is input. During the execution of the result vibration effect SD1, the sub-CPU 51 controls the vibration device SM so that a first number of vibrations occur per second. The sub-CPU 51 controls the vibration device SM so that, when a first time tm1 has elapsed since the start of the result vibration effect SD1, the result vibration effect SD1 is ended. When the sub-CPU 51 stops inputting the first operation signal before the first time tm1 has elapsed since the start of the result vibration presentation SD1, it controls the vibration device SM to end the result vibration presentation SD1.
[0088] Next, the preview effect and the vibration effect that can be executed while the preview effect is being executed will be described together with the control by the sub-CPU 51. As shown in FIGS. 7(a) and 7(b), the effect display device EH may execute a preview effect during execution of an effect game. The preview effect is an effect that indicates the expected probability of winning the currently executed special game. The preview effect may be part of the SR effect. In this embodiment, the preview effect includes a confrontation effect ME. The confrontation effect ME is an effect in which an ally character and an enemy character engage in a boxing match. When the confrontation effect ME starts, the effect display device EH displays an image of the ally character and the enemy character facing each other. For example, FIG. 7(a) is an image simulating a situation in which the ally character and the enemy character are facing each other (hereinafter referred to as a confrontation image). For example, FIG. 7(b) is an image simulating a situation in which an ally character's attack hits the enemy character (hereinafter referred to as an attack image). In this embodiment, the more attack images are displayed, the higher the expected probability of winning the currently executed special game. In this embodiment, the confrontation effect ME corresponds to a special effect.
[0089] Furthermore, in the pachinko gaming machine 10, during execution of the competition performance ME, a notice vibration performance SD2 may be executed as a vibration performance by the first performance button D1 regardless of whether the first performance button D1 is operated. The notice vibration performance SD2, which is executed without being triggered by operation of the first performance button D1, is an example of a second vibration performance. In the pachinko gaming machine 10, the notice vibration performance SD2 may be executed during execution of the competition performance ME. In the pachinko gaming machine 10, when an attack image is displayed during execution of the competition performance ME, the notice vibration performance SD2 may be executed or may not be executed. In the pachinko gaming machine 10, when an attack image is not displayed during execution of the competition performance ME, the notice vibration performance SD2 is not executed. In the pachinko gaming machine 10, the notice vibration performance SD2 may be executed both when the special game currently being executed results in a jackpot and when the special game currently being executed results in a loss. In the pachinko gaming machine 10, the advance notice vibration effect SD2 is executed more frequently when the special game being executed is a jackpot than when the special game being executed is a loss. In other words, in the pachinko gaming machine 10, the more times the advance notice vibration effect SD2 is executed during the execution of the competition effect ME, the more likely it is that the special game being executed will be a jackpot.
[0090] In the pachinko gaming machine 10, when the warning vibration effect SD2 is executed during the execution of the showdown effect ME, it is executed at the timing when the attack image is displayed. In this embodiment, the timing when the attack image is displayed corresponds to a specific timing during the execution period of the showdown effect ME. Since the attack image is an image that simulates a situation in which an attack by an ally character hits an enemy character, it can be said that a scene with an impact is displayed on the effect display device EH. The pachinko gaming machine 10 is configured to be able to execute the warning vibration effect SD2 in accordance with the scene with an impact on the effect display device EH. In this way, the warning vibration effect SD2 can be executed in accordance with the presentation mode of the showdown effect ME.
[0091] The warning vibration effect SD2 is executed so that the first effect button D1 vibrates the second number of times (50 times in this embodiment) per second. The warning vibration effect SD2 ends when the second time tm2 (1 second in this embodiment) has elapsed since the start of execution. A specific example will be described below.
[0092] As shown in FIG. 8, it is assumed that the pachinko gaming machine 10 has started a showdown effect ME as a preview effect (time point T20). At this time, it is assumed that a confrontation image is displayed on the effect display device EH. Thereafter, it is assumed that the pachinko gaming machine 10 has started an attack image on the effect display device EH while the showdown effect ME is being executed (time point T21). At this time, it is assumed that the pachinko gaming machine 10 has started a preview vibration effect SD2. In the pachinko gaming machine 10, before the attack image is displayed on the effect display device EH, i.e., before the preview vibration effect SD2 starts, no effect (e.g., an operation request effect SE) that prompts the player to operate the first effect button D1 is executed. Note that FIG. 8 shows a case where the first effect button D1 is not operated before the preview vibration effect SD2 starts, but even if the first effect button D1 is operated before the preview vibration effect SD2 starts, the preview vibration effect SD2 starts at the timing when the attack image is displayed on the effect display device EH.
[0093] At time T22, when a second time tm2 has elapsed since the start of the advance notice vibration effect SD2, the advance notice vibration effect SD2 ends in the pachinko gaming machine 10. In addition, in the effect display device EH, the attack image displayed at time T21 is erased at time T22, and a confrontation image is displayed. Thereafter, at time T23, the confrontation effect ME ends in the pachinko gaming machine 10.
[0094] As described above, when the notice vibration effect SD2 is executed, an effect prompting the user to operate the first effect button D1 is not executed. When the notice vibration effect SD2 is executed, the first effect button D1 vibrates a second number of times per second. The second number of times is less than the first number of times. In other words, the number of vibrations in the result vibration effect SD1 is greater than the number of vibrations in the notice vibration effect SD2. In this embodiment, the number of vibrations is an example of the intensity (strength) of the vibration. When the notice vibration effect SD2 is executed, the first effect button D1 vibrates for a second time tm2. The second time tm2 is shorter than the first time tm1. In other words, the duration of the result vibration effect SD1 is longer than the duration of the notice vibration effect SD2. In this embodiment, the duration of the vibration is an example of the intensity (strength) of the vibration. Therefore, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 can be said to be stronger than the vibration of the first effect button D1 in the notice vibration effect SD2.
[0095] In the pachinko gaming machine 10, the stronger the vibration intensity (strength) of the first effect button D1, the more frequently the first effect button D1 comes into contact with components adjacent to the first effect button D1. Therefore, it can be said that the louder the sound generated by the vibration of the first effect button D1, the stronger the vibration intensity of the first effect button D1. In other words, in the pachinko gaming machine 10, the stronger the vibration intensity of the first effect button D1, the greater the total volume of sound generated by the vibration.
[0096] The following describes the processing related to the execution of the showdown effect ME and the warning vibration effect SD2. When the sub-CPU 51 inputs a variation start command of a variation pattern associated with the execution of an SR effect, it determines by a predetermined lottery whether or not to execute a showdown effect ME. For example, the sub-CPU 51 acquires a random number generated by a random number generation process, and performs a lottery to determine whether or not to execute a showdown effect ME using the acquired random number and a judgment value for the showdown effect ME. When the sub-CPU 51 inputs a variation start command of a variation pattern associated with the execution of an NR effect, it may also execute a showdown effect ME.
[0097] When the sub-CPU 51 decides to execute the showdown performance ME, it determines the performance pattern of the showdown performance ME. There are multiple performance patterns for the showdown performance ME. Each of the multiple performance patterns has a different number of times that the attack image is displayed. In this embodiment, there are five types of performance patterns in which the attack image is displayed one to five times. The first performance pattern is a performance pattern in which the attack image is displayed one time. The second performance pattern is a performance pattern in which the attack image is displayed two times. The third performance pattern is a performance pattern in which the attack image is displayed three times. The fourth performance pattern is a performance pattern in which the attack image is displayed four times. The fifth performance pattern is a performance pattern in which the attack image is displayed five times.
[0098] When a variation start command for a jackpot variation pattern has been input, the sub-CPU 51 determines the presentation pattern for the battle presentation ME so that the probability of determination increases in the following order: "first presentation pattern" < "second presentation pattern" < "third presentation pattern" < "fourth presentation pattern" < "fifth presentation pattern." For example, the sub-CPU 51 acquires a random number generated by a random number generation process, and determines the presentation pattern for the battle presentation ME using the acquired random number and the respective judgment values for the first to fifth presentation patterns for the jackpot variation pattern. When a variation start command for a loss variation pattern has been input, the sub-CPU 51 determines the presentation pattern for the battle presentation ME so that the probability of determination increases in the following order: "fifth presentation pattern" < "fourth presentation pattern" < "third presentation pattern" < "second presentation pattern" < "first presentation pattern." For example, the sub-CPU 51 acquires a random number generated by a random number generation process, and determines the presentation pattern for the battle presentation ME using the acquired random number and the respective judgment values for the first to fifth presentation patterns for the loss variation pattern.
[0099] Next, the sub-CPU 51 determines whether or not to execute the advance notice vibration effect SD2 each time an attack image is displayed. For example, when the fifth effect pattern is determined, the sub-CPU 51 determines whether or not to execute the advance notice vibration effect SD2 for each of the first to fifth attack images to be displayed. The sub-CPU 51 determines whether or not to execute the advance notice vibration effect SD2 so that the probability of deciding to execute the advance notice vibration effect SD2 is higher when a fluctuation start command for a jackpot fluctuation pattern has been input than when a fluctuation start command for a miss fluctuation pattern has been input. For example, the sub-CPU 51 acquires a random number generated by a random number generation process and determines whether or not to execute the advance notice vibration effect SD2 using the acquired random number and either the judgment value for the jackpot fluctuation pattern or the judgment value for the miss fluctuation pattern.
[0100] When the sub-CPU 51 has decided to execute the battle effect ME, it controls the effect display device EH to start the battle effect ME at a predetermined start timing. For example, the start timing of the battle effect ME is the timing when a predetermined time (e.g., 5 seconds) has elapsed since the formation of a reach. The sub-CPU 51 controls the effect display device EH to execute the battle effect ME in the decided effect pattern. When an attack image is displayed, if the sub-CPU 51 has decided to execute the advance notice vibration effect SD2 when the attack image is displayed, it controls the vibration device SM to execute the advance notice vibration effect SD2 by the first effect button D1. On the other hand, when an attack image is displayed, if the sub-CPU 51 has decided not to execute the advance notice vibration effect SD2 when the attack image is displayed, it controls the vibration device SM not to execute the advance notice vibration effect SD2 by the first effect button D1. During the execution of the advance notice vibration effect SD2, the sub-CPU 51 controls the vibration device SM to generate vibrations a second number of times per second. The sub-CPU 51 controls the vibration device SM so as to end the notice vibration presentation SD2 when a second time tm2 has elapsed since the notice vibration presentation SD2 started.
[0101] Next, the look-ahead effect will be explained together with the control by the sub-CPU 51. The pre-reading effect is an effect that suggests the probability of winning a special game on hold.
[0102] The look-ahead effects include a look-ahead vibration effect. The look-ahead vibration effect is executed when a new special game is put on hold. In the pachinko gaming machine 10, when a new special game is put on hold, a look-ahead vibration effect can be executed as a vibration effect by the first effect button D1 regardless of whether the first effect button D1 is operated. A look-ahead vibration effect that is executed without being triggered by operation of the first effect button D1 is an example of a second vibration effect. In the pachinko gaming machine 10, when a new special game is put on hold, a look-ahead vibration effect may be executed or not executed. In the pachinko gaming machine 10, when a new special game is not put on hold, a look-ahead vibration effect is not executed.
[0103] In the pachinko gaming machine 10, when the ball-entering state is in the non-time-saving state and the execution of the first special game is newly suspended, a look-ahead vibration effect may be executed. In the pachinko gaming machine 10, when the ball-entering state is in the non-time-saving state and the execution of the second special game is newly suspended, a look-ahead vibration effect may be executed. On the other hand, in the pachinko gaming machine 10, when the ball-entering state is in the time-saving state and the execution of the first special game is newly suspended, a look-ahead vibration effect may be executed.
[0104] In the pachinko gaming machine 10, the pre-reading vibration effect can be executed both when the special game that is the target of the pre-reading vibration effect results in a jackpot and when the special game that is the target of the pre-reading vibration effect results in a loss. In the pachinko gaming machine 10, a special game in which the pre-reading vibration effect is executed is more likely to result in a jackpot than a special game in which the pre-reading vibration effect is not executed. In other words, in the pachinko gaming machine 10, when the pre-reading vibration effect is executed, the pending special game is more likely to result in a jackpot than when the pre-reading vibration effect is not executed.
[0105] The look-ahead vibration effect starts at the same time or approximately at the same time when the execution of a new special game is put on hold. The look-ahead vibration effect is executed so that the first effect button D1 vibrates the third number of times per second (25 times in this embodiment). The look-ahead vibration effect ends when the third time tm3 (0.6 seconds in this embodiment) has elapsed since the start of execution. A specific example will be described below.
[0106] As shown in FIG. 9, in the pachinko gaming machine 10, it is assumed that a gaming ball has entered the first starting slot 15 when the ball entry state is in the non-time-shortened state (time T30). At this time, it is assumed that a look-ahead vibration effect has started in the pachinko gaming machine 10. In the pachinko gaming machine 10, an effect (e.g., an operation request effect SE) prompting the operation of the first effect button D1 is not executed before the look-ahead vibration effect starts. Note that FIG. 9 shows a case where the first effect button D1 is not operated before the look-ahead vibration effect starts, but even if the first effect button D1 is operated before the look-ahead vibration effect starts, the look-ahead vibration effect starts when the gaming ball enters the first starting slot 15. Thereafter, at time T31, when a third time tm3 has elapsed since the look-ahead vibration effect started, the look-ahead vibration effect ends in the pachinko gaming machine 10.
[0107] As described above, when the look-ahead vibration effect is executed, an effect prompting the operation of the first effect button D1 is not executed. When the look-ahead vibration effect is executed, the first effect button D1 vibrates a third number of times per second. The third number is less than the first number. In other words, the number of vibrations in the result vibration effect SD1 is greater than the number of vibrations in the look-ahead vibration effect. When the look-ahead vibration effect is executed, the first effect button D1 vibrates for a third time tm3. The third time tm3 is shorter than the first time tm1. In other words, the duration of the result vibration effect SD1 is longer than the duration of the look-ahead vibration effect. Therefore, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 is stronger than the vibration of the first effect button D1 in the look-ahead vibration effect.
[0108] The following describes the processing involved in executing the predictive vibration effect. When the sub-CPU 51 inputs a look-ahead command, it determines whether or not to execute a look-ahead vibration effect. If the input look-ahead command is look-ahead command SC3, the sub-CPU 51 determines not to execute a look-ahead vibration effect. If the input look-ahead command is any of look-ahead commands SC1, SC2, SC4, or SC5, the sub-CPU 51 determines by a predetermined lottery whether or not to execute a look-ahead vibration effect. The sub-CPU 51 determines whether or not to execute a look-ahead vibration effect so that the probability of determining to execute a look-ahead vibration effect increases in the following order: look-ahead command SC4 < look-ahead command SC5 < look-ahead command SC1 < look-ahead command SC2. For example, the sub-CPU 51 acquires a random number generated by a random number generation process and determines whether or not to execute a look-ahead vibration effect using the acquired random number and a judgment value corresponding to the look-ahead command. If the sub-CPU 51 determines to execute a look-ahead vibration effect, it controls the vibration device SM to start the look-ahead vibration effect. During execution of the look-ahead vibration effect, the sub-CPU 51 controls the vibration device SM to generate vibrations a third number of times per second. When a third time tm3 has elapsed since the start of the look-ahead vibration effect, the sub-CPU 51 controls the vibration device SM to end the look-ahead vibration effect.
[0109] The effects of the first embodiment will be described. (1-1) Conventionally, some pachinko gaming machines, which are an example of gaming machines, are configured to be able to execute vibration effects that vibrate the operating means (for example, JP 2021-6135 A). Some gaming machines that are capable of executing such vibration effects are equipped with multiple types of vibration effects that are triggered by different triggers. In recent years, it has been desired that vibration effects be executed in a manner appropriate for the situation.
[0110] When the player YS operates the first effect button D1, the operation may cause the first effect button D1 to operate, making it difficult for the player YS to notice the vibration of the first effect button D1. According to this embodiment, the result vibration effect SD1, which is triggered by the operation of the first effect button D1, vibrates the first effect button D1 with a stronger vibration than the advance vibration effect SD2 and the predictive vibration effect, which are not triggered by the operation of the first effect button D1, making it easier for the player YS to notice the vibration of the first effect button D1. On the other hand, if the first effect button D1 vibrates when the player YS is not operating the first effect button D1, the vibration may be accompanied by a sound, which may be annoying to surrounding players YS. According to this embodiment, by making the vibration of the first effect button D1 in the advance vibration effect SD2 and the predictive vibration effect weaker than the vibration of the first effect button D1 in the result vibration effect SD1, it is possible to execute effects that are considerate of surrounding players YS. As described above, according to this embodiment, it is possible to execute a vibration effect in a manner suited to the situation when the vibration effect is executed.
[0111] (1-2) According to this embodiment, the result vibration effect SD1, which is triggered by the operation of the first effect button D1, has a longer duration than the advance notice vibration effect SD2 and the predictive vibration effect, which are not triggered by the operation of the first effect button D1, making it easier to notice the vibration of the first effect button D1. On the other hand, if the first effect button D1 vibrates for a long time when the player YS is not operating the first effect button D1, the vibrating state of the first effect button D1 may come into the field of view of surrounding players YS, which may be annoying to surrounding players YS. According to this embodiment, by making the duration of the advance notice vibration effect SD2 and the predictive vibration effect shorter than the duration of the result vibration effect SD1, it is possible to execute effects that take surrounding players YS into consideration. As described above, according to this embodiment, it is possible to execute vibration effects in a manner appropriate to the situation when the vibration effect is executed.
[0112] (1-3) According to this embodiment, when the result vibration effect SD1 is executed, an operation request effect SE is executed to prompt the player to operate the first effect button D1, which can raise awareness of operating the first effect button D1 and make it easier for the player to notice the vibration of the first effect button D1 caused by the result vibration effect SD1. The advance notice vibration effect SD2 and the pre-reading vibration effect are effects that are executed without being triggered by the operation of the first effect button D1, so it is conceivable that the player YS would feel uncomfortable if an effect prompting the player to operate the first effect button D1 were executed. According to this embodiment, when the advance notice vibration effect SD2 and the pre-reading vibration effect are executed, an effect prompting the player to operate the first effect button D1 is not executed, so an effect that does not feel uncomfortable can be executed.
[0113] (1-4) According to this embodiment, the advance notice vibration effect SD2 is executed in accordance with the presentation mode of the competition effect ME, so that a presentation with a sense of unity can be executed, and interest can be enhanced.
[0114] (1-5) According to this embodiment, the warning vibration effect SD2 is executed at the timing when the attack image is displayed during the execution period of the confrontation effect ME, so that it is possible to realize an effect in which the warning vibration effect SD2 is linked to the confrontation effect ME that is being executed, thereby increasing the interest.
[0115] (1-6) The first effect button D1 has a larger area that the player YS can touch than the second effect button D2. Therefore, according to this embodiment, by increasing the strength of the vibration in the result vibration effect SD1, the player YS can feel the vibration more strongly.
[0116] (1-7) The first effect button D1 can be displaced by a longer distance due to an external force than the second effect button D2. Therefore, according to this embodiment, changing the vibration intensity of the first effect button D1 can produce a more noticeable difference in the magnitude of the shaking.
[0117] [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.
[0118] The second embodiment differs from the first embodiment in that the pachinko gaming machine 10 is equipped with a customization function that allows the player YS to perform settings related to the execution of effects by operating an operating means that can be operated by the player YS.
[0119] The customization function will be described below. As shown in Figures 10(a) to 10(c), the customization function in this embodiment includes an effect customization function that adjusts the execution frequency (appearance frequency) of an effect. The execution frequency of an effect can also be considered as the execution probability of the effect. The customization function also includes a vibration adjustment function SC that adjusts the number of vibrations when the first effect button D1 executes a vibration effect.
[0120] The pachinko gaming machine 10 is configured so that, while in standby mode, it is possible to perform execution settings as settings related to the execution of effects using the second effect button D2 and the cross key D3. In the following description, "performing settings related to the execution of effects (execution settings)" may be referred to as "customizing." The "standby mode" 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 it is always possible to perform settings related to the execution of effects, regardless of whether it is in standby mode or not.
[0121] As shown in FIG. 10(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 effect customization function. Item MN2 indicates the vibration adjustment function SC. The effect display device EH also displays item MN3 as an item for initializing the customized content. The effect display device EH also displays item MN4 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.
[0122] In the pachinko gaming machine 10, any one of items MN1 to MN4 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 items MN1 to MN4 is determined, a process corresponding to the determined item is executed. This will be specifically explained below.
[0123] The performance customization function will be explained. As shown in FIG. 10(b), the effect customization function includes a vibration effect adjustment function EK1 that can adjust (change) the execution frequency of the advance notice vibration effect SD2 and the look-ahead vibration effect. The pachinko gaming machine 10 is configured so that the execution frequency of the result vibration effect SD1 cannot be adjusted. In this embodiment, the execution frequency (appearance frequency) of the effect also includes the effect not being executed. The vibration effect adjustment function EK1 can also be said to be a function that adjusts (changes) the expected probability of winning the advance notice vibration effect SD2 by adjusting (changing) the execution frequency of the advance notice vibration effect SD2. The vibration effect adjustment function EK1 can also be said to be a function that adjusts (changes) the expected probability of winning the look-ahead vibration effect by adjusting (changing) the execution frequency of the look-ahead vibration effect. The effect customization also includes a special adjustment function EK2 that can adjust (change) the execution frequency of the special look-ahead effect, which will be described later. The special adjustment function EK2 is a function that adjusts whether or not the special look-ahead effect is executable.
[0124] In the pachinko gaming machine 10, the user can select which of the vibration effect adjustment function EK1 and the special adjustment function EK2 to set by operating the directional pad D3 (D3u, D3d). When the vibration effect adjustment function EK1 is selected, the user can select either "ON" or "OFF" as the setting ES1 of the vibration effect adjustment function EK1 by operating the directional pad D3 (D3l, D3r). In the pachinko gaming machine 10, when the setting ES1 is "ON," the frequency of the advance notice vibration effect SD2 is lower than when it is "OFF." In the pachinko gaming machine 10, when the setting ES1 is "ON," the probability of winning the advance notice vibration effect SD2 is higher than when it is "OFF." In the pachinko gaming machine 10, when the setting ES1 is "ON," the frequency of the advance notice vibration effect is lower than when it is "OFF." In the pachinko gaming machine 10, when the setting ES1 is "ON", the probability of winning the pre-read vibration effect is higher than when it is "OFF".
[0125] In this embodiment, the initial setting of setting ES1 is set to "OFF." Note that the execution frequency of result vibration effect SD1 does not change according to setting ES1. The expected probability of winning the result vibration effect SD1 does not change according to setting ES1. The vibration effect adjustment function EK1 can be understood as a function that can make settings regarding the execution of the advance notice vibration effect SD2. In addition, the vibration effect adjustment function EK1 can be understood as a function that can make settings regarding the execution of the look-ahead vibration effect. In this embodiment, the setting regarding the execution of the look-ahead vibration effect corresponds to a specific execution setting.
[0126] When the special adjustment function EK2 is selected, in the pachinko gaming machine 10, the setting ES2 of the special adjustment function EK2 can be selected to either "ON" or "OFF" by operating the directional pad D3 (D3l, D3r). In the pachinko gaming machine 10, if the setting ES2 is "OFF", the special pre-reading effect cannot be executed. In the pachinko gaming machine 10, if the setting ES2 is "ON", the special pre-reading effect can be executed. In this embodiment, the initial setting of the setting ES2 is set to "OFF". The special adjustment function EK2 can be understood as a function that can make settings regarding the execution of the special pre-reading effect. In this embodiment, the setting regarding the execution of the special pre-reading effect corresponds to the special execution setting.
[0127] In the pachinko game machine 10, when the second effect button D2 is operated, the setting selected in each of the settings ES1 and ES2 (either "ON" or "OFF") is determined, and the setting of the effect customization function is completed.
[0128] The vibration adjustment function SC will now be described. As shown in FIG. 10(c), in the pachinko gaming machine 10, the vibration level SL, which indicates the number of vibrations when a vibration effect is executed by the first effect button D1, can be adjusted to a total of five levels from "1" to "5" by operating the cross key D3 (D3l, D3r). In the following description, "level" may be referred to as "LV." In this embodiment, the initial value of the vibration level SL is set to "3." In the pachinko gaming machine 10, when the second effect button D2 is operated, the selected vibration level SL is determined and the setting of the vibration adjustment function SC is completed.
[0129] The process relating to the customization function executed by the secondary CPU 51 will be described. When the sub-CPU 51 receives a second operation signal in standby mode, it controls the performance display device EH to display a menu for the customization function. When the sub-CPU 51 receives a third operation signal while the menu for the customization function is being displayed, it selects one of items MN1 to MN4 based on the third operation signal. The sub-CPU 51 controls the performance display device EH to display an image (e.g., a cursor) that can identify the selected item. When the sub-CPU 51 receives a second operation signal, it determines the selected item and controls the performance display device EH to display an image corresponding to the determined item.
[0130] When the item MN1 is determined, the sub-CPU51 controls the effect display device EH to display the effect customization image shown in Fig. 10(b). After that, when the sub-CPU51 inputs a third operation signal, it selects either the vibration effect adjustment function EK1 or the special adjustment function EK2 based on the third operation signal. The sub-CPU51 controls the effect display device EH to display an image that identifies the selected function.
[0131] When the vibration effect adjustment function EK1 is selected, the secondary CPU 51, upon input of a third operation signal, selects either "ON" or "OFF" for the setting ES1 based on the third operation signal. When the special adjustment function EK2 is selected, the secondary CPU 51, upon input of a third operation signal, selects either "ON" or "OFF" for the setting ES2 based on the third operation signal. Thereafter, upon input of a second operation signal, the secondary CPU 51 determines the settings of the settings ES1 and ES2.
[0132] Specifically, when the sub-CPU 51 inputs a second operation signal while the setting ES1 is "ON", it stores information (hereinafter referred to as first ON information) that can identify that the setting ES1 is "ON" in the sub-RWM 53. When the sub-CPU 51 inputs a second operation signal while the setting ES1 is "OFF", it stores information (hereinafter referred to as first OFF information) that can identify that the setting ES1 is "OFF" in the sub-RWM 53. In this embodiment, the first ON information is an example of specific information. In other words, when the information stored in the sub-RWM 53 as the content of the setting regarding the execution of the look-ahead vibration effect (specific execution setting) is the first ON information, this corresponds to the content of the setting regarding the execution of the look-ahead vibration effect being specific information.
[0133] When the secondary CPU 51 inputs a second operation signal while the setting ES2 is "ON", it stores information (hereinafter referred to as second ON information) that can identify that the setting ES2 is "ON" in the secondary RWM 53. When the secondary CPU 51 inputs a second operation signal while the setting ES2 is "OFF", it stores information (hereinafter referred to as second OFF information) that can identify that the setting ES2 is "OFF" in the secondary RWM 53. 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 secondary RWM 53 as the content of the setting regarding the execution of the special pre-reading effect (special execution setting) is the second ON information, it corresponds to the content of the setting regarding the execution of the special pre-reading effect being specific information.
[0134] When item MN2 is determined, the secondary CPU51 controls the effect display device EH to display the vibration adjustment image shown in Figure 10(c). After that, when the secondary CPU51 inputs a third operation signal, it selects one of "1" to "5" as the vibration LV based on the third operation signal. After that, when the secondary CPU51 inputs a second operation signal, it determines the vibration LV setting content. The secondary CPU51 stores information that can identify the determined vibration LV (hereinafter referred to as vibration LV information) in the secondary RWM53. Then, the secondary CPU51 controls the effect display device EH to display a menu of the customization function.
[0135] If item MN3 is determined, the sub-CPU51 sets the vibration effect adjustment function EK1 and the special adjustment function EK2 to their initial settings. That is, the sub-CPU51 stores the first off information and the second off information in the sub-RWM53. The sub-CPU51 also sets the vibration adjustment function SC to its initial value. That is, the sub-CPU51 stores vibration LV information that can identify that the vibration LV is "3" in the sub-RWM53. If item MN4 is determined, the sub-CPU51 controls the effect display device EH to hide the customization function menu.
[0136] In this way, the sub-CPU 51 can perform execution settings as settings related to the execution of effects by operating an operation means operable by the player YS. In this embodiment, the sub-CPU 51 corresponds to execution setting means. Then, the sub-CPU 51 stores information capable of identifying the content of the determined 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.
[0137] Here, the special pre-reading effect will be explained together with the control by the secondary CPU 51. In the pachinko gaming machine 10 of this embodiment, a special pre-reading effect may be executed as an example of a pre-reading effect. The special pre-reading effect is executed when the execution of a new special game is put on hold. In the pachinko gaming machine 10, if the setting ES2 is set to "ON", the special pre-reading effect may be executed. In the pachinko gaming machine 10, if the setting ES2 is set to "OFF", the special pre-reading effect is not executed.
[0138] In the pachinko gaming machine 10, when the ball-entering state is in the non-time-shortening state and the execution of the first special game is newly suspended, the special pre-reading effect may be executed. In the pachinko gaming machine 10, when the ball-entering state is in the non-time-shortening state and the execution of the second special game is newly suspended, the special pre-reading effect is not executed. In the pachinko gaming machine 10, when the ball-entering state is in the time-shortening state and the execution of the second special game is newly suspended, the special pre-reading effect may be executed. On the other hand, in the pachinko gaming machine 10, when the ball-entering state is in the time-shortening state and the execution of the first special game is newly suspended, the special pre-reading effect is not executed.
[0139] In the pachinko gaming machine 10, the special pre-reading effect can be executed both when the special game that is the target of the special pre-reading effect results in a jackpot and when the special game that is the target of the special pre-reading effect results in a loss. In the pachinko gaming machine 10, a special game in which the special pre-reading effect is executed is more likely to result in a jackpot than a special game in which the special pre-reading effect is not executed. In other words, in the pachinko gaming machine 10, when the special pre-reading effect is executed, the pending special game is more likely to result in a jackpot than when the special pre-reading effect is not executed.
[0140] The special pre-reading effect begins at the same time or approximately at the same time that the execution of a new special game is put on hold. The special pre-reading effect is an effect in which the light-emitting part D1c of the first effect button D1 is illuminated in a predetermined manner. In this embodiment, while the special pre-reading effect is being executed, the light-emitting part D1c is illuminated in blue, making the first operated part D1a of the first effect button D1 appear to be lit in blue. The special pre-reading effect ends when the light-emitting part D1c of the first effect button D1 goes out after four hours (one second in this embodiment) have elapsed since the start of execution.
[0141] As described above, the look-ahead vibration effect starts at the same time or approximately at the same time when the execution of a new special game is put on hold. The look-ahead vibration effect ends when the third time tm3 (0.6 seconds in this embodiment) has elapsed since the start of execution. In other words, the period during which the special look-ahead effect can be executed and the period during which the look-ahead vibration effect can be executed overlap at least partially. Furthermore, the special look-ahead effect and the look-ahead vibration effect are executed by the same means, the first effect button D1. In this embodiment, the special look-ahead effect corresponds to the first effect. In this embodiment, the look-ahead vibration effect corresponds to the second effect.
[0142] The following describes the processing involved in executing the special pre-reading effect. When the secondary CPU 51 inputs a look-ahead command, it determines whether or not to execute a special look-ahead effect. When second off information is stored in the secondary RWM 53, the secondary CPU 51 determines not to execute a special look-ahead effect. When second on information is stored in the secondary RWM 53, the secondary CPU 51 determines whether or not to execute a special look-ahead effect according to the input look-ahead command. When the input look-ahead command is look-ahead command SC3, the secondary CPU 51 determines not to execute a special look-ahead effect. When the input look-ahead command is any of look-ahead commands SC1, SC2, SC4, and SC5, the secondary CPU 51 determines by a predetermined lottery whether or not to execute a special look-ahead effect. The secondary CPU 51 determines whether or not to execute a special look-ahead effect so that the probability of deciding to execute a special look-ahead effect increases in the following order: "look-ahead command SC4" < "look-ahead command SC5" < "look-ahead command SC1" < "look-ahead command SC2". For example, 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 corresponding to the look-ahead command to determine whether or not to execute a special look-ahead effect. If the sub-CPU 51 determines to execute a special look-ahead effect, it controls the light-emitting unit D1c to start the special look-ahead effect. When a fourth time has elapsed since the start of the special look-ahead effect, the sub-CPU 51 controls the light-emitting unit D1c to end the special look-ahead effect.
[0143] Next, the frequency of effects performed by the customization function in this embodiment will be described. As described above, the advance notice vibration effect SD2 and the look-ahead vibration effect are configured to be executed at different frequencies depending on the settings of the vibration effect adjustment function EK1 (setting ES1). The special look-ahead effect is configured to be executed at different frequencies depending on the settings of the special adjustment function EK2 (setting ES2). Furthermore, in this embodiment, the look-ahead vibration effect is configured to be executed at different frequencies depending on the settings of the special adjustment function EK2 (setting ES2). This will be explained in detail below.
[0144] As shown in FIG. 11, when setting ES1 is "OFF" and setting ES2 is "OFF", the execution frequency of the advance notice vibration effect SD2 is "medium". When setting ES1 is "OFF" and setting ES2 is "OFF", the execution frequency of the pre-reading vibration effect is "high". When setting ES1 is "OFF" and setting ES2 is "OFF", the special pre-reading effect is not executed (shown as "none" in the figure). Note that the execution frequency in FIG. 11 is in the order of "none" < "low" < "medium" < "high", with the highest execution frequency (frequency of appearance).
[0145] When setting ES1 is "ON" and setting ES2 is "OFF", the execution frequency of the advance notice vibration effect SD2 is "low". When setting ES1 is "ON" and setting ES2 is "OFF", the execution frequency of the pre-reading vibration effect is "medium". When setting ES1 is "ON" and setting ES2 is "OFF", the special pre-reading effect is not executed.
[0146] In this way, in the pachinko gaming machine 10, the execution frequency of the advance notice vibration effect SD2 and the look-ahead vibration effect differs when the setting ES1 is "OFF" and when the setting ES2 is "ON." In other words, in the pachinko gaming machine 10, the execution frequency of the advance notice vibration effect SD2 and the look-ahead vibration effect differs depending on the setting of the setting ES1.
[0147] When setting ES1 is "OFF" and setting ES2 is "ON", the execution frequency of the advance notice vibration effect SD2 is "medium". When setting ES1 is "OFF" and setting ES2 is "ON", the pre-reading vibration effect is not executed. When setting ES1 is "OFF" and setting ES2 is "ON", the execution frequency of the special pre-reading effect is "low".
[0148] When setting ES1 is "ON" and setting ES2 is "ON", the execution frequency of the advance notice vibration effect SD2 is "low". When setting ES1 is "ON" and setting ES2 is "ON", the pre-reading vibration effect is not executed. When setting ES1 is "ON" and setting ES2 is "ON", the execution frequency of the special pre-reading effect is "low".
[0149] In this way, in the pachinko gaming machine 10, the frequency with which the special pre-reading effect is executed differs between when the setting ES2 is "OFF" and when the setting ES2 is "ON". In other words, in the pachinko gaming machine 10, the frequency with which the special pre-reading effect is executed differs depending on the setting of the setting ES2. In the pachinko gaming machine 10, the frequency with which the advance notice vibration effect SD2 is executed does not differ depending on the setting of the setting ES2. On the other hand, in the pachinko gaming machine 10, the frequency with which the pre-reading vibration effect is executed differs depending on the setting of the setting ES2. In the pachinko gaming machine 10, when the setting ES2 is "ON", the execution of the pre-reading vibration effect is restricted regardless of whether the setting ES1 is "ON" or "OFF".
[0150] The following describes the processing involved in executing the preview vibration effect SD2 and the pre-reading vibration effect. When determining whether to execute the notice vibration effect SD2, the sub-CPU 51 specifies whether the first ON information or the first OFF information is stored in the sub-RWM 53. When a fluctuation start command for a miss fluctuation pattern has been input, the sub-CPU 51 determines whether to execute the notice vibration effect SD2 so that the probability of deciding to execute the notice vibration effect SD2 is higher when the first OFF information is present than when the first ON information is present. When a fluctuation start command for a jackpot fluctuation pattern has been input, the sub-CPU 51 determines whether to execute the notice vibration effect SD2 so that the probability of deciding to execute the notice vibration effect SD2 is the same when the first ON information is present and when the first OFF information is present. The sub-CPU 51 determines whether to execute the notice vibration effect SD2 regardless of whether the second ON information or the second OFF information is stored in the sub-RWM 53.
[0151] When determining whether to execute a look-ahead vibration 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 to execute a look-ahead vibration 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 information is the second ON information, the sub-CPU 51 decides not to execute a look-ahead vibration effect regardless of the input look-ahead command. When the information is the second ON information, the sub-CPU 51 decides not to execute a look-ahead vibration effect regardless of whether the first ON information or the first OFF information is stored in the sub-RWM 53.
[0152] When the information is the second off information, the sub-CPU 51 determines whether to execute a look-ahead vibration 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 look-ahead vibration effect. When either the look-ahead command SC4 or SC5 has been input, the sub-CPU 51 determines whether to execute a look-ahead vibration effect so that the probability of deciding to execute a look-ahead vibration 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 look-ahead vibration effect so that the probability of deciding to execute a look-ahead vibration effect is the same for both the first on information and the first off information.
[0153] As described above, the sub-CPU 51 stores the setting contents of the vibration effect adjustment function EK1 (setting ES1) in the sub-RWM 53, and can change the execution frequency of the advance notice vibration effect SD2 and the execution frequency of the look-ahead vibration effect according to the setting contents. On the other hand, the sub-CPU 51 cannot change the execution frequency of the result vibration effect SD1 according to the setting contents of the vibration effect adjustment function EK1 (setting ES1). The sub-CPU 51 cannot change the execution frequency of the result vibration effect SD1 using the customization function that can make settings related to the execution of effects. In this way, the sub-CPU 51 can make settings to change the execution frequency of the advance notice vibration effect SD2. The sub-CPU 51 can make settings to change the execution frequency of the look-ahead vibration effect. On the other hand, the sub-CPU 51 cannot make settings to change the execution frequency of the result vibration effect SD1.
[0154] As described above, the sub-CPU 51 determines not to execute the special look-ahead effect when the second off information is stored in the sub-RWM 53. When the second on information is stored in the sub-RWM 53, the sub-CPU 51 executes the special look-ahead effect in accordance with the input look-ahead command. In this way, the special look-ahead effect can be executed when the content of the setting regarding the execution of the special look-ahead effect (special execution setting) is the second on information. On the other hand, the look-ahead vibration effect is not executed when the content of the setting regarding the execution of the special look-ahead effect is the second on information. Therefore, it can be said that the execution of the look-ahead vibration effect is restricted when the content of the setting regarding the execution of the special look-ahead effect is the second on information.
[0155] Next, the number of vibrations in the vibration effect according to the customization function will be described. As described above, the pachinko gaming machine 10 can adjust the number of vibrations of the vibration effect by the first effect button D1 according to the vibration LV of the vibration adjustment function SC. This will be specifically described below.
[0156] 12, in the pachinko gaming machine 10, the frequency input to the DC motor of the vibration device SM is varied depending on the vibration LV. In the pachinko gaming machine 10, the higher the vibration LV, the higher the frequency input to the DC motor of the vibration device SM. As a result, in the pachinko gaming machine 10, the higher the vibration LV, the more times the first effect button D1 vibrates.
[0157] In this embodiment, each time the vibration LV increases by 1, the number of vibrations of the first effect button D1 per second increases by a predetermined number (five times in this embodiment). For example, in the result vibration effect SD1, when the vibration LV is "3", the first effect button D1 vibrates the first number of times (100 times in this embodiment) per second. In the result vibration effect SD1, when the vibration LV is "2", the first effect button D1 vibrates 95 times per second. In the result vibration effect SD1, when the vibration LV is "4", the first effect button D1 vibrates 105 times per second.
[0158] For example, in the warning vibration effect SD2, when the vibration level is "3", the first effect button D1 vibrates the second number of times per second (50 times in this embodiment). In the warning vibration effect SD2, when the vibration level is "2", the first effect button D1 vibrates 45 times per second. In the warning vibration effect SD2, when the vibration level is "4", the first effect button D1 vibrates 55 times per second.
[0159] For example, in the predictive vibration effect, when the vibration level is "3", the first effect button D1 vibrates the third number of times per second (25 times in this embodiment). In the predictive vibration effect, when the vibration level is "2", the first effect button D1 vibrates 20 times per second. In the predictive vibration effect, when the vibration level is "4", the first effect button D1 vibrates 30 times per second.
[0160] Below, we will explain the processing related to the execution of the result vibration effect SD1, the notice vibration effect SD2, and the pre-reading vibration effect. When the sub-CPU 51 executes the result vibration effect SD1, the notice vibration effect SD2, and the look-ahead vibration effect, it specifies the vibration level based on the vibration level information stored in the sub-RWM 53. The sub-CPU 51 controls the vibration device SM so that the result vibration effect SD1 is executed with a number of vibrations corresponding to the specified vibration level. The sub-CPU 51 controls the vibration device SM so that the notice vibration effect SD2 is executed with a number of vibrations corresponding to the specified vibration level. The sub-CPU 51 controls the vibration device SM so that the look-ahead vibration effect is executed with a number of vibrations corresponding to the specified vibration level. As described above, the sub-CPU 51 stores the settings of the vibration adjustment function SC in the sub-RWM 53 and can change the vibration intensity of each vibration effect according to the settings. In other words, the sub-CPU 51 can perform settings to change the vibration intensity of the first effect button D1.
[0161] The effects of the second embodiment will be described. The second embodiment has the following advantages in addition to the advantages (1-1) to (1-7) of the first embodiment.
[0162] (2-1) According to this embodiment, the execution frequency of the advance notice vibration effect SD2 and the look-ahead vibration effect can be adjusted. Therefore, for example, by lowering the execution frequency of the advance notice vibration effect SD2 and the look-ahead vibration effect, it is possible to suppress the annoyance felt by the vibration of the first effect button D1.
[0163] (2-2) According to this embodiment, the execution frequency of the result vibration effect SD1 is not changed, so the expected probability of winning the result vibration effect SD1 can be kept constant. This improves the relationship between the tactile sensation of the vibration of the first effect button D1 due to the execution of the result vibration effect SD1 and the expected probability of winning, thereby increasing the interest.
[0164] (2-3) According to this embodiment, the intensity of the vibration of the first effect button D1 can be adjusted, so that vibration can be generated according to the preferences of the player YS. (2-4) Conventionally, some pachinko gaming machines, which are an example of gaming machines, are configured to allow a player to configure settings (e.g., customize) related to the execution of effects through their operation (e.g., JP 2016-182364 A). In such gaming machines, effects are executed according to the settings related to the execution of effects, thereby enhancing the enjoyment of the game. Nowadays, there is a demand for further improvements in gaming machines that are configured to allow settings related to the execution of effects to enhance the enjoyment of the game.
[0165] According to this embodiment, it is possible to set the execution of the special look-ahead effect and the look-ahead vibration effect, respectively, and also to limit the execution of the look-ahead vibration effect according to the settings for the execution of the special look-ahead effect. In other words, according to this embodiment, the look-ahead vibration effect can be executed not only according to the settings for the execution of the look-ahead vibration effect, but also according to the settings for the execution of the special look-ahead effect. Therefore, according to this embodiment, for example, by limiting the execution of the look-ahead vibration effect in a situation where the special look-ahead effect is executed, it is possible to appropriately provide the enjoyment of the special look-ahead effect. In this way, according to this embodiment, it is possible to set the execution of the special look-ahead effect and the look-ahead vibration effect by operating the player YS, and it is possible to appropriately provide the enjoyment of the execution of the effects, thereby increasing the interest in the game.
[0166] (2-5) The period during which the special pre-reading effect can be executed and the period during which the pre-reading vibration effect can be executed overlap at least partially. If the special pre-reading effect and the pre-reading vibration effect are executed during the same period, it is conceivable that the special pre-reading effect and the pre-reading vibration effect will interfere with each other's execution. According to this embodiment, the execution of the pre-reading vibration effect can be restricted according to the settings related to the execution of the special pre-reading effect, so that mutual interference with each other's execution can be suppressed. Therefore, according to this embodiment, the special pre-reading effect and the pre-reading vibration effect can each be enjoyed, thereby increasing the interest.
[0167] 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 first, second, and third numbers, which are the number of times the first effect button D1 vibrates per second, may be changed as appropriate. The first number may be greater than the second and third numbers. The second and third numbers may be the same.
[0168] The first number of times may be less than the second number of times. In other words, the number of vibrations in the result vibration effect SD1 may be less than the number of vibrations in the preview vibration effect SD2. The first number of times may be less than the third number of times. In other words, the number of vibrations in the result vibration effect SD1 may be less than the number of vibrations in the predictive vibration effect.
[0169] The first time tm1, which is the duration of the result vibration effect SD1, the second time tm2, which is the duration of the preview vibration effect SD2, and the third time tm3, which is the duration of the predictive vibration effect, may each be changed as appropriate. The first time tm1 may be longer than the second time tm2 and the third time tm3. The second time tm2 and the third time tm3 may be the same length.
[0170] The first time tm1 may be shorter than the second time tm2. In other words, the presentation time of the result vibration effect SD1 may be shorter than the presentation time of the preview vibration effect SD2. The first time tm1 may be shorter than the third time tm3. In other words, the presentation time of the result vibration effect SD1 may be shorter than the presentation time of the predictive vibration effect.
[0171] The vibration of the first effect button D1 in the preview vibration effect SD2 may be stronger than the vibration of the first effect button D1 in the result vibration effect SD1. The vibration of the first effect button D1 in the pre-read vibration effect may be stronger than the vibration of the first effect button D1 in the result vibration effect SD1.
[0172] The pachinko gaming machine 10 may be equipped with multiple vibration devices as devices for vibrating the first effect button D1. The amplitude of vibration by the vibration device (eccentric motor) varies depending on the mass and eccentricity (degree of eccentricity) of the weight. The greater the mass of the weight, the greater the amplitude of vibration by the vibration device. The greater the eccentricity, the greater the amplitude of vibration by the vibration device. In this modified example, the vibration amplitude is an example of the intensity (strength) of vibration. For example, the multiple vibration devices may include a first vibration device and a second vibration device whose vibration amplitude is smaller than that of the first vibration device. The sub-CPU 51 may vibrate the first effect button D1 by the first vibration device when executing the result vibration effect SD1. On the other hand, the sub-CPU 51 may vibrate the first effect button D1 by the second vibration device when executing the notice vibration effect SD2. Furthermore, the sub-CPU 51 may vibrate the first effect button D1 by the second vibration device when executing the look-ahead vibration effect. In other words, the amplitude of vibration in the result vibration effect SD1 may be greater than the amplitude of vibration in the advance notice vibration effect SD2. The amplitude of vibration in the result vibration effect SD1 may be greater than the amplitude of vibration in the look-ahead vibration effect. As a result, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 in the advance notice vibration effect SD2. Also, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 in the look-ahead vibration effect.
[0173] When executing the result vibration effect SD1, the sub-CPU 51 may set the frequency input to the DC motor of the vibration device SM to be closer to the natural frequency of the first effect button D1 than when executing the advance notice vibration effect SD2. When executing the result vibration effect SD1, the sub-CPU 51 may set the frequency input to the DC motor of the vibration device SM to be closer to the natural frequency of the first effect button D1 than when executing the look-ahead vibration effect. The closer the frequency input to the DC motor of the vibration device SM is to the natural frequency of the first effect button D1, the more the vibration of the first effect button D1 is promoted by resonance. As a result, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 in the advance notice vibration effect SD2. Also, in the pachinko gaming machine 10, the vibration of the first effect button D1 in the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 in the look-ahead vibration effect.
[0174] The pachinko gaming machine 10 may include multiple vibration devices for vibrating the first effect button D1, and the number of vibration devices vibrating may be different when executing the result vibration effect SD1, the advance notice vibration effect SD2, and the look-ahead vibration effect. For example, more vibration devices may vibrate during the result vibration effect SD1 than during the advance notice vibration effect SD2. More vibration devices may vibrate during the result vibration effect SD1 than during the look-ahead vibration effect. The more vibration devices vibrate, the greater the likelihood of vibration being transmitted to the first effect button D1. As a result, in the pachinko gaming machine 10, the vibration of the first effect button D1 during the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 during the advance notice vibration effect SD2. Also, in the pachinko gaming machine 10, the vibration of the first effect button D1 during the result vibration effect SD1 may be stronger than the vibration of the first effect button D1 during the look-ahead vibration effect.
[0175] When the operation acceptance period ends without inputting a first operation signal, the sub-CPU 51 may control the vibration device SM to execute a vibration effect (hereinafter referred to as a predetermined vibration effect) with fewer vibrations than the result vibration effect SD1. The duration of the predetermined vibration effect may be shorter than the first time tm1. In other words, the vibration of the first effect button D1 in the predetermined vibration effect may be weaker than the vibration of the first effect button D1 in the result vibration effect SD1. Furthermore, the sub-CPU 51 may control the vibration device SM to execute a predetermined vibration effect when a second operation signal is input during the operation acceptance period. The pachinko gaming machine 10 may execute a predetermined vibration effect when a special game currently being executed results in a jackpot. On the other hand, the pachinko gaming machine 10 may not execute a predetermined vibration effect when a special game currently being executed results in a loss.
[0176] The sub-CPU 51 may control the vibration device SM to execute the result vibration effect SD1 when the second operation signal is input during the operation acceptance period. The pachinko gaming machine 10 may execute the result vibration effect SD1 when the currently running special game results in a jackpot. On the other hand, the pachinko gaming machine 10 may not execute the result vibration effect SD1 when the currently running special game results in a loss.
[0177] If the power supply to the pachinko gaming machine 10 is interrupted and then restarted during the execution of any of the result vibration effect SD1, the notice vibration effect SD2, and the look-ahead vibration effect, the sub-CPU 51 may control the vibration device SM to vibrate the first effect button D1. Not limited to this, if the power supply is interrupted during the execution of the result vibration effect SD1, the sub-CPU 51 may control the vibration device SM so that the first effect button D1 does not vibrate even if the power supply is restarted. On the other hand, if the power supply is interrupted during the execution of the notice vibration effect SD2, the sub-CPU 51 may control the vibration device SM so that the first effect button D1 vibrates when the power supply is restarted. If the power supply is interrupted during the execution of the look-ahead vibration effect, the sub-CPU 51 may control the vibration device SM so that the first effect button D1 vibrates when the power supply is restarted. The pachinko gaming machine 10 may have a backup function capable of retaining information stored in the sub-RWM 53. When the power supply is interrupted, the sub-CPU 51 may store information in the sub-RWM 53 that can identify the effect being executed when the power supply was interrupted. For example, when the power supply is interrupted while the result vibration effect SD1 is being executed, the sub-CPU 51 may control the vibration device SM to resume the result vibration effect SD1 when power supply is restarted. When the power supply is interrupted while the advance notice vibration effect SD2 is being executed, the sub-CPU 51 may control the vibration device SM to resume the advance notice vibration effect SD2 when power supply is restarted. When the power supply is interrupted while the look-ahead vibration effect is being executed, the sub-CPU 51 may control the vibration device SM to resume the look-ahead vibration effect when power supply is restarted. In other words, when the power supply is interrupted while the vibration effect is being executed by the first effect button D1, the sub-CPU 51 may vibrate the first effect button D1 in the vibration mode that was used when the power supply was interrupted when power supply is restarted. For example, if the power supply is cut off while any of the result vibration effect SD1, the notice vibration effect SD2, and the look-ahead vibration effect is being executed, the sub-CPU 51 may control the vibration device SM so that when the power supply starts again, the first effect button D1 vibrates in a predetermined vibration pattern.In this case, the vibration mode of the first effect button D1 may be the same regardless of whether the effect being executed when the power supply was cut off was the result vibration effect SD1, the notice vibration effect SD2, or the look-ahead vibration effect. In other words, if the power supply is cut off while the first effect button D1 is executing a vibration effect, the sub-CPU 51 may cause the first effect button D1 to vibrate in the same vibration mode when the power supply is restarted, regardless of the vibration mode when the power supply was cut off. As described above, the pachinko gaming machine 10 may be configured so that if the power supply is cut off while any of the result vibration effect SD1, the notice vibration effect SD2, or the look-ahead vibration effect is being executed, the first effect button D1 vibrates when the power supply is restarted.
[0178] A vibration device that vibrates the second effect button D2 may be provided. For example, in the pachinko gaming machine 10, when the player YS operates the second effect button D2 during the operation acceptance period in the winning result effect, a vibration effect may be executed in which the second effect button D2 vibrates. That is, in the pachinko gaming machine 10, when the player YS operates the first effect button D1 in the winning result effect, the first effect button D1 may vibrate, and when the player YS operates the second effect button D2, the second effect button D2 may vibrate. The first effect button D1 has a larger area that the player YS can touch and a longer distance that it can move than the second effect button D2. Therefore, the vibration effect executed in response to the operation of the first effect button D1 is likely to have a stronger impact on the player YS than the vibration effect executed in response to the operation of the second effect button D2. Furthermore, the vibration effect produced by the first effect button D1 tends to produce a louder sound than the vibration effect produced by the second effect button D2. The vibration effect produced by the second effect button D2 does not need to be able to adjust (change) the number of vibrations using the customization function. In other words, the sub-CPU 51 does not need to be able to change the vibration intensity of the second effect button D2.
[0179] During execution of the operation request effect SE, the light-emitting unit D1c of the first effect button D1 does not have to emit light. In other words, the operation request effect SE does not have to include a light-emitting effect by the first effect button D1.
[0180] The sub-CPU 51 may cause the light-emitting element D1c to emit light in a predetermined manner while the result vibration effect SD1 is being executed. The sub-CPU 51 may cause the light-emitting element D1c to emit light in a predetermined manner while the advance notice vibration effect SD2 is being executed. The sub-CPU 51 may cause the light-emitting element D1c to emit light in a predetermined manner while the read-ahead vibration effect is being executed. The sub-CPU 51 may cause the light-emitting element D1c to emit light in different manners while the result vibration effect SD1 is being executed, while the advance notice vibration effect SD2 is being executed, and while the read-ahead vibration effect is being executed.
[0181] The fourth time, which is the presentation time of the special pre-reading effect, may be changed as appropriate. There may be multiple types of presentation time for the special pre-reading effect. In this case, when the sub-CPU 51 decides to execute the special pre-reading effect, it may determine the presentation time for the special pre-reading effect. For example, the sub-CPU 51 may acquire a random number generated by a random number generation process and determine the presentation time for the special pre-reading effect using the acquired random number and a judgment value for the presentation time of the special pre-reading effect. The presentation time for the special pre-reading effect that can be determined may include a time shorter than the third time tm3, a time equal to the third time tm3, or a time longer than the third time tm3. In other words, the period during which the special pre-reading effect can be executed and the period during which the pre-reading vibration effect can be executed may overlap in part or in whole.
[0182] The sub-CPU 51 may execute a look-ahead vibration 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 determines to execute a look-ahead vibration effect and then determines not to execute a special look-ahead vibration effect, the sub-CPU 51 may execute a look-ahead vibration effect. On the other hand, when the second on information is stored in the sub-RWM 53, if the sub-CPU 51 determines to execute a look-ahead vibration effect and then determines to execute a special look-ahead vibration effect, the sub-CPU 51 may not execute a look-ahead vibration effect. Therefore, when the setting content for executing the special look-ahead vibration effect is the second on information, it can be said that the execution of the look-ahead vibration effect is restricted.
[0183] When the setting ES1 is "OFF" and the setting ES2 is "ON", the execution frequency of the pre-reading vibration effect may be "high". On the other hand, when the setting ES1 is "ON" and the setting ES2 is "ON", the pre-reading vibration effect may not be executed. In other words, the sub-CPU 51 may not restrict the execution of the pre-reading vibration 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 pre-reading vibration 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.
[0184] When the setting ES2 is "ON," the execution of either the special look-ahead effect or the look-ahead vibration effect may be restricted. In other words, when the second ON information is stored in the sub-RWM 53, the sub-CPU 51 may restrict the execution of either the special look-ahead effect or the look-ahead vibration effect. In this case, for example, when the sub-CPU 51 decides to execute the special look-ahead effect but decides not to execute the look-ahead vibration effect, the sub-CPU 51 may execute the special look-ahead effect. When the sub-CPU 51 decides not to execute the special look-ahead effect but decides to execute the look-ahead vibration effect, the sub-CPU 51 may execute the look-ahead vibration effect. When the sub-CPU 51 decides to execute the special look-ahead effect but decides to execute the look-ahead vibration effect, the sub-CPU 51 may execute either the special look-ahead effect or the look-ahead vibration effect. The sub-CPU 51 may determine which of the special look-ahead effect or the look-ahead vibration effect to execute by conducting a predetermined lottery. In this way, when the content of the setting regarding the execution of the special pre-reading effect is the second on information and the content of the setting regarding the execution of the pre-reading vibration effect is the first on information, the execution of one of the special pre-reading effect and the pre-reading vibration effect may be restricted.
[0185] The customization function may include a volume adjustment function that can adjust the volume when the speaker SP executes a sound effect, and a light intensity adjustment function that can adjust the light intensity (brightness) when the decorative lamp LA and the first effect button D1 execute a light-emitting effect. For example, in the pachinko gaming machine 10, it is preferable that sound is output from the speaker SP at a volume corresponding to the volume LV set by the volume adjustment function. In the pachinko gaming machine 10, it is preferable that the light emitter and the light-emitting unit D1c built into the decorative lamp LA emit light in a manner corresponding to the light intensity LV set by the light intensity adjustment function.
[0186] The sub-CPU 51 may prevent the special read-ahead effect from being executed while the operation effect of operating the first effect button D1 is being executed. In other words, the sub-CPU 51 may restrict the execution of the special read-ahead effect while the operation effect is being executed.
[0187] 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.
[0188] 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.
[0189] The mechanical configuration of the pachinko gaming machine may be changed as appropriate. For example, the pachinko gaming machine may be equipped with a movable body and configured to be able to perform a moving effect using the movable body. For example, the pachinko gaming machine may have an effect display device EH configured from multiple display means, and some of the display means may be configured to be movable.
[0190] 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.
[0191] 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.
[0192] In each embodiment, the gaming machine is a pachinko gaming machine, but the present invention is not limited to this and may be configured as a slot machine. In a slot machine, gaming medals are used as gaming media, and various lotteries, such as winning combinations, are conducted by operating a start lever, and the reels rotate, starting a variable game. In a slot machine, the rotation of the reels is stopped by operating a stop button, ending the variable game, and a prize is awarded according to the symbol combination that aligns on the active line. The slot machine is configured to be able to execute various effects during the variable game. The slot machine may include an effect button as an operation means operable by a player, and a sensor that detects the operation of the effect button. The slot machine may also include a vibration device that vibrates the effect button. The slot machine may be able to execute a first vibration effect that is executed in response to the operation of the effect button, and a second vibration effect that is executed without being triggered by the operation of the effect button.
[0193] The slot machine in the above modified example may be a gaming machine that uses gaming media other than gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. Alternatively, the gaming media may be managed as electronic data (information). In other words, the slot machine in the above modified example may be embodied as a slot machine that allows play without using physical gaming media (so-called medalless slot machine). Such a slot machine is configured to allow play using gaming media (virtual media) managed as electronic data.
[0194] The technical ideas that can be understood from each embodiment and modified example will be described. (Appendix 1) A gaming machine capable of executing various effects, comprising: a specific operation means operable by a player; an operation detection means capable of detecting the operation of said specific operation means; and a vibration means for vibrating said specific operation means, wherein said effects include a vibration effect in which said specific operation means vibrates, and said vibration effects include a first vibration effect that is executed in response to the operation of said specific operation means, and a second vibration effect that is executed without being triggered by the operation of said specific operation means, and wherein the vibration of said specific operation means in said first vibration effect is stronger than the vibration of said specific operation means in said second vibration effect.
[0195] (Appendix 2) A gaming machine as described in Appendix 1, which is provided with an execution setting means capable of setting the execution of the effect, and the execution setting means is capable of setting to change the frequency of execution of the second vibration effect.
[0196] (Appendix 3) A gaming machine as described in Appendix 2, wherein the execution setting means is not capable of setting to change the execution frequency of the first vibration effect. (Appendix 4) A gaming machine described in any one of Appendices 1 to 3, which is equipped with an execution setting means capable of making settings regarding the execution of the presentation, and the execution setting means is capable of making settings to change the intensity of vibration of the specific operating means.
[0197] (Appendix 5) A gaming machine capable of executing various effects, comprising: a specific operation means operable by a player; an operation detection means capable of detecting the operation of said specific operation means; and a vibration means for vibrating said specific operation means, wherein said effects include a vibration effect in which said specific operation means vibrates, and said vibration effects include a first vibration effect that is executed in response to the operation of said specific operation means, and a second vibration effect that is executed without being triggered by the operation of said specific operation means, and wherein the duration of said first vibration effect is longer than the duration of said second vibration effect.
[0198] (Appendix 6) A gaming machine as described in Appendix 5, comprising an effect execution means capable of executing the effect, and an effect control means for controlling the effect execution means, wherein the effect execution means is capable of executing a specific effect that prompts operation of the specific operation means, and wherein the specific effect is executed when the first vibration effect is executed, and the specific effect is not executed when the second vibration effect is executed.
[0199] (Appendix 7) A gaming machine as described in Appendix 5 or Appendix 6, comprising an effect execution means capable of executing the effect, and an effect control means for controlling the effect execution means, wherein the effect execution means is capable of executing a special effect, and the second vibration effect can be executed in accordance with the effect mode of the special effect.
[0200] (Appendix 8) A gaming machine as described in Appendix 5 or Appendix 6, which is equipped with an effect execution means capable of executing the effect, and an effect control means for controlling the effect execution means, wherein the effect execution means is capable of executing a special effect, and the second vibration effect may be executed during the execution of the special effect, and the second vibration effect is executed at a specific timing during the execution period of the special effect.
[0201] (Appendix 9) A gaming machine described in any one of Appendices 5 to 8, which is equipped with a special operation means that can be operated by a player, and the specific operation means has a larger area that can be touched by the player than the special operation means.
[0202] (Appendix 10) 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 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.
[0203] (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.
[0204] (Appendix 12) A gaming machine as described in Appendix 10 or Appendix 11, 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 13) A gaming machine as described in Appendix 10 or Appendix 11, 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. [Explanation of symbols]
[0205] 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 EH... Effect display device EK1... Vibration effect adjustment function EK2... Special adjustment function ES1...Settings ES2...Settings GH...Image display section LA...Decorative lamp SC...Vibration adjustment function SD1...Result vibration effect SD2...Notice vibration effect SE...Operation request effect SE1...1st start sensor SE2...2nd start sensor SE3...Special winning sensor SE4...Normal start sensor SL1...Normal solenoid SL2...Special solenoid SP...Speaker
Claims
1. In a gaming machine capable of executing various effects, specific operation means operable by a player; an operation detection means capable of detecting an operation of the specific operation means; a vibration means for vibrating the specific operation means, The effects include a vibration effect in which the specific operation means vibrates, The vibration effects include a first vibration effect that is executed in response to an operation of the specific operation means, and a second vibration effect that is executed without being triggered by an operation of the specific operation means, When the second vibration effect is executed, an effect prompting the user to operate the specific operation means is not executed, The duration of the first vibration effect and the duration of the second vibration effect are different from each other, A gaming machine characterized in that even if the power supply is cut off during the execution of either the first vibration effect or the second vibration effect, when the power supply is subsequently resumed, the vibration means vibrates in the same vibration pattern as when the power supply is cut off during the execution of the first vibration effect and when the power supply is cut off during the execution of the second vibration effect.
2. A performance execution means capable of executing the performance; a performance control means for controlling the performance execution means, the effect execution means is capable of executing a specific effect that prompts the player to operate the specific operation means, 2. The gaming machine according to claim 1, wherein the specific effect is executed when the first vibration effect is executed, and the specific effect is not executed when the second vibration effect is executed.
3. A performance execution means capable of executing the performance; a performance control means for controlling the performance execution means, The effect execution means is capable of executing a special effect, 3. The gaming machine according to claim 1, wherein the second vibration effect is executed in accordance with the presentation mode of the special effect.
Citation Information
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