gaming machines
The gaming machine addresses the motivation decline by using controlled light-emitting effects to minimize editing needs, ensuring engaging gameplay videos without additional player interaction.
Patent Information
- Application Number
- JP2023101108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-20
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2043-06-20
AI Technical Summary
Gamers who record and edit videos of their gameplay may lose motivation due to the extensive editing required to remove inappropriate content, leading to a decline in video recording frequency.
A gaming machine with light-emitting effects controlled by player operation, featuring two light-emitting means that change light emission patterns based on player interaction, limiting light reception changes during specific effects, maintaining visual interest without additional operation.
This solution helps maintain gamer motivation by providing dynamic light-emitting effects that reduce the need for extensive editing, enhancing the video recording experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines that perform various effects, such as the gaming machine described in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-119131 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, some gamers who play gaming machines record videos of themselves playing the game machines and then publish the videos. These players edit the videos to remove any parts that are inappropriate for publishing as is, and then publish the videos. Therefore, if there are many parts that need to be edited, there is a risk that players will lose motivation to film videos. [Means for solving the problem]
[0005] A gaming machine that solves the above problem comprises an operation means operable by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a first light-emitting means that is capable of emitting a predetermined light, and a second light-emitting means that is different from the first light-emitting means, the first light-emitting means being switchable between a first state and a second state, and in a specific light-emitting effect in which the first light-emitting means and the second light-emitting means emit light in a specific light-emitting manner, the light emission in the specific light-emitting manner is limited based on the operation of the operation means, and the amount of light received at a specific position due to the light emitted by the first light-emitting means changes when the first light-emitting means changes from the first state to the second state, while the amount of light received at the specific position due to the light emitted by the second light-emitting means does not change, and based on the operation of the operation means before the execution of the specific light-emitting effect The specific light-emitting effect The light emission in the specific light emission mode at the predetermined position is limited, and the amount of light received at the predetermined position due to the light emission of the first light emitting means may change. After that, when another specific light-emitting effect is executed, even if the operation means is not newly operated, the light emission by the specific light-emitting mode in the other specific light-emitting effect is limited. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress a decline in motivation to shoot videos. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing the appearance of a pachinko gaming machine. [Figure 2] FIG. 2 is a diagram of the game board as seen from the front. [Figure 3] FIG. 3 is a diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a fluctuation pattern. [Figure 5] 5(a) to 5(d) are diagrams showing examples of the super reach effects. [Figure 6] FIG. 6(a) is a diagram showing an example of a presentation mode of a pre-presentation, and FIG. 6(b) is a diagram showing an example of a presentation mode of a light emission restriction presentation. [Figure 7]FIG. 7(a) is a diagram showing an example of a presentation mode of a menu presentation, and FIG. 7(b) is a diagram showing an example of a presentation mode of a setting status presentation. [Figure 8] FIG. 8(a) is a diagram showing an example of a presentation mode of an attention-calling presentation, and FIG. 8(b) is a diagram showing an example of a presentation mode of a demonstration presentation. [Figure 9] 9(a) to 9(e) are diagrams showing examples of execution modes of the pre-effect and the specific effect. [Figure 10] 10(a) to 10(e) are diagrams showing examples of execution modes of the pre-effect and the specific effect. [Figure 11] 11(a) to 11(e) are diagrams showing examples of how the pre-effect and the specific effect are executed. [Figure 12] 12(a) to 12(e) are diagrams showing examples of execution modes of pre-effects and specific effects in the second embodiment. [Figure 13] 13(a) to 13(d) are diagrams showing examples of the presentation mode of the special reach presentation in the third embodiment. [Figure 14] FIG. 14 is a diagram showing an example of a presentation mode of the output limiting presentation in the third embodiment. [Figure 15] FIG. 15(a) is a diagram showing an example of a presentation mode of a menu presentation in the third embodiment, and FIG. 15(b) is a diagram showing an example of a presentation mode of a setting status presentation in the third embodiment. [Figure 16] 16(a) to 16(f) are diagrams showing an example of an execution mode of the second preliminary effect and the second specific effect in the third embodiment. [Figure 17] FIG. 17 is a diagram showing the appearance of a pachinko gaming machine according to the fourth embodiment. [Figure 18] FIG. 18 is a diagram showing an example of a light emitter in the fourth embodiment. [Figure 19] 19(a) to 19(c) are diagrams showing an example of an execution mode of a specific effect in the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] (First embodiment) A first embodiment of the pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] A pachinko gaming machine 10, which is an example of a gaming machine, is configured as a circulating pachinko gaming machine that circulates gaming balls inside the machine. However, the pachinko gaming machine 10 may also be configured as a non-circulating pachinko gaming machine that pays out prize balls and receives a supply of gaming balls from an island facility or the like. The gaming balls may be magnetic or non-magnetic. The pachinko gaming machine 10 may be configured to operate independently, or may be configured to operate in cooperation with an external management unit or management server.
[0010] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A gaming board YB, which will be described later, is mounted on the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the gaming board YB.
[0011] The pachinko gaming machine 10 includes a speaker SP. As an example, the speaker SP is provided on the front (surface) of the mounting frame 11b. As an example, the speaker SP is provided on the upper left and upper right parts of the mounting frame 11b. The speaker SP is capable of performing an effect of outputting a predetermined sound (hereinafter referred to as a sound effect). For example, the predetermined sound is music, a human voice, a sound effect, etc. The speaker SP is an example of a sound output means capable of outputting the predetermined sound. The pachinko gaming machine 10 includes a first decorative lamp LA1 and a second decorative lamp LA2. As an example, the first decorative lamp LA1 is provided on the front of the mounting frame 11b. As an example, the first decorative lamp LA1 is provided on the left and right parts of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided on the front of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided on the upper part of the mounting frame 11b. Each of the first decorative lamp LA1 and the second decorative lamp LA2 can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing a built-in light-emitting body (not shown). The first decorative lamp LA1 is an example of a light-emitting means capable of emitting a predetermined light. The second decorative lamp LA2 is an example of a light-emitting means different from the first decorative lamp LA1 as a light-emitting means. The first decorative lamp LA1 is an example of a first light-emitting means capable of emitting a predetermined light. The second decorative lamp LA2 is an example of a second light-emitting means capable of emitting a predetermined light.
[0012] The pachinko gaming machine 10 includes a launch handle HD that is operated when launching a gaming ball. The pachinko gaming machine 10 includes an effect button BT. The effect button BT is configured to include a single operable portion. The effect button BT is an example of an operation means that can be operated by a player. The pachinko gaming machine 10 includes an effect lever LV. The effect lever LV is configured to include a single operable portion. The effect lever LV is an example of an operation means separate from the effect button BT as an operation means. The pachinko gaming machine 10 includes a cross button JB. The cross button JB is configured to include multiple portions that can be operated, respectively. As an example, the cross button JB is configured to include an up button JBu, a down button JBd, a left button JBl, and a right button JBr as multiple portions that can be operated, respectively. As an example, the cross button JB may be configured to include a single operable portion. For example, the cross button JB may be a so-called joystick. The pachinko gaming machine 10 may not have all or some of the effect button BT, effect lever LV, and cross button JB, and may have operation means other than these.
[0013] As shown in Figure 2, a game area YBa, which is approximately circular in front view, is formed on the front of the game board YB. A display window YBb is formed in the approximate center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa, which guides game balls launched by operating the launch handle HD into the game area YBa.
[0014] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, each of the display devices 19a to 19e is provided at a position on the game board YB that is visible to the player.
[0015] The first special symbol display device 19a can execute a first special symbol change game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is statically displayed. The second special symbol display device 19b can execute a second special symbol change game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is statically displayed. Each special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." Special symbols include a jackpot symbol as a jackpot display result and a loss symbol as a loss display result. If a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is statically displayed ends.
[0016] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first reservation number). The second reservation display device 19d displays information that can identify the number of second special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second reservation number). As an example, the upper limit number for each reservation number is 4. However, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.
[0017] The normal symbol display device 19e can execute a normal game in which predetermined symbols are variably displayed and then a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. If the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. After that, a normal winning game is awarded after the normal game in which the normal winning symbol is statically displayed is completed.
[0018] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hit display device, and a round display device. The normal hold display device displays information that can identify the number of normal games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). The right-hit display device displays information instructing a right hit. A right hit is to fire a game ball with a stronger firing intensity set so that the game ball flows down the area of the game area YBa to the right of the display window YBb. The round display device notifies the player of the upper limit number of round games, which will be described later.
[0019] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has a display area R capable of displaying an image. The effect display device EH is an example of a display means capable of displaying predetermined information. The effect display device EH is attached to the game board YB so that the display area R is visible through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays predetermined objects as images. For example, predetermined objects include effect patterns (decorative patterns), characters, landscapes, letters, numbers, and symbols. Hereinafter, when these characters, etc. are simply referred to as "displaying," it means that these characters, etc., are displayed as images. The effect display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2 are each effect devices capable of executing effects. The effect display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2 form an effect device group ES consisting of multiple effect devices. That is, the performance effect device group ES includes the performance effect display device EH, the speaker SP, the first decorative lamp LA1, and the second decorative lamp LA2. The performance effect device group ES is an example of a performance effect execution means that executes a performance.
[0020] As an example, the display effects in the effect display device EH include an effect pattern variable game (hereinafter referred to as an effect game) that uses multiple rows of effect patterns. In the effect game, after multiple rows of effect patterns are displayed in a variable manner, a final combination of effect patterns (hereinafter referred to as a pattern combination) is displayed stationary. The effect patterns are decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, the effect game is performed by displaying the effect patterns of the left, middle, and right pattern rows in a variable manner in predetermined directions.
[0021] The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, a symbol combination corresponding to the special symbol displayed in the special game is displayed in a stopped state. When a jackpot symbol is displayed in a stopped state in the special game, the effect game displays a jackpot symbol combination in a stopped state. When a losing symbol is displayed in a special game, the effect game displays a losing symbol combination in a stopped state. Hereinafter, the first special game and the effect game executed corresponding to it will be collectively referred to as the "first variable game." Furthermore, the second special game and the effect game executed corresponding to it will be collectively referred to as the "second variable game." Furthermore, the first variable game and the second variable game will be collectively referred to as the "variable game."
[0022] The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. For example, a reach is a state in which the same effect symbol is temporarily displayed in the left and right symbol rows, and the effect symbol in the center symbol row continues to be displayed in a variable manner. Reach effects include normal reach effects and super reach effects. In the following explanation, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects are effects that have a higher probability of winning compared to NR effects. As an example, SR effects may be executed via NR effects or without NR effects.
[0023] The game area YBa is formed with a plurality of winning holes (ball winning holes) through which game balls can enter. The winning holes include at least a first start hole 12, a second start hole 13, and a big prize hole 14. The first start hole 12 is a winning hole through which game balls can enter when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start hole 12 is located below the effect display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see Figure 3).
[0024] The second starting opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a normal opening / closing piece 13a, which is, for example, door-shaped. The second starting opening 13 is closed to prevent or make it difficult for game balls to enter when a normal winning game is not awarded. The second starting opening 13 is opened to allow or make it easy for game balls to enter when a normal winning game is awarded. The game board YB is equipped with a normal solenoid SL1 as a means for operating the normal opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 that detects game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "normal electric device."
[0025] The large prize opening 14 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 14 is located at the lower right of the effect display device EH. The large prize opening 14 is equipped with a special opening / closing piece 14a, for example, in the form of a door. The large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The large prize opening 14 is opened to allow game balls to enter or to make it easier for balls to enter when a jackpot game is awarded. The game board YB is equipped with a special solenoid SL2 as means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 14 (see Figure 3).
[0026] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE4 that detects game balls that enter and pass through is provided in the gate opening 17a (see Figure 3). The gate 17 is an entrance opening through which game balls can enter when the starting conditions for the normal game are met. Even if a game ball enters the gate 17, the conditions for awarding prize balls are not met.
[0027] The game area YBa is formed with an outlet 18 through which game balls can enter. The outlet 18 is an entrance for retrieving game balls that have not entered the first start opening 12, the second start opening 13, or the big prize opening 14 from the game area YBa.
[0028] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). As an example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enters the jackpot or a time condition in which a predetermined upper limit time has elapsed is met. In a round game, the jackpot entry port 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game is completed, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). As an example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0029] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as a probability variation function). The probability variable function is a function for varying the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variable function is not activated, and a high probability state in which the probability variable function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as a "probability variable state (probability variable state)."
[0030] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting in winning a prize through the second starting hole 13. The pachinko gaming machine 10 has two states in which the probability of a gaming ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a gaming ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for gaming balls to enter the second starting hole 13 (easy ball entry state).
[0031] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which varies the probability of winning the normal win lottery (normal win probability) to a higher probability than the low ball entry rate state. The third control is opening time extension control, which lengthens the total opening time of the second start port 13 in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 13 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 13 in a normal win game compared to the low ball entry rate state.
[0032] The high ball winning rate state may be realized by combining the fourth control, which will be explained next. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0033] The gaming state in the pachinko gaming machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball-entering assist function is activated. In the following explanation, a gaming state that is a low-probability state and a low ball-entering rate state will be referred to as a "low-probability non-time-shortening state." Also, a gaming state that is a high-probability state and a low ball-entering rate state will be referred to as a "high-probability non-time-shortening state." Also, a gaming state that is a low-probability state and a high ball-entering rate state will be referred to as a "low-probability time-shortening state." Also, a gaming state that is a high-probability state and a high ball-entering rate state will be referred to as a "high-probability time-shortening state."
[0034] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.
[0035] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, a main RAM 43, and a random number generation circuit 44. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc.
[0036] The main ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from when the fluctuation game starts to when it ends. The fluctuation pattern is information that specifies the fluctuation content (presentation content) of the fluctuation game. There are jackpot fluctuation patterns and miss fluctuation patterns. The jackpot fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation and finally stops and displays a jackpot symbol combination. The miss fluctuation pattern specifies the fluctuation content that, in a presentation game, goes through a reach presentation or does not go through a reach presentation and finally stops and displays a miss symbol combination. Details of the fluctuation patterns will be described later.
[0037] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers through the random number generation process by the main CPU 41.
[0038] The main board 40 is connected to each of the sensors SE1 to SE4. The main CPU 41 can input detection signals output by each of the sensors SE1 to SE4 when they detect a gaming ball. The main board 40 is connected to each of the display devices 19a to 19e. The main CPU 41 can control the display content of each of the display devices 19a to 19e. The main board 40 is connected to each of the solenoids SL1, SL2. The main CPU 41 can control the opening state of the second start opening 13 and the big winning opening 14 by controlling the operation of each of the solenoids SL1, SL2.
[0039] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the effects. The sub-ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and sound effect data used for sound effects. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers using the random number generation circuit.
[0040] The sub-board 50 is connected to the performance display device EH. The sub-CPU 51 is capable of controlling the display content in the display area R of the performance display device EH. The sub-board 50 is connected to the speaker SP. The sub-CPU 51 is capable of controlling the output content of the speaker SP. The sub-board 50 is connected to the first decorative lamp LA1. The sub-CPU 51 is capable of controlling the light emission mode of the first decorative lamp LA1. The sub-board 50 is connected to the second decorative lamp LA2. The sub-CPU 51 is capable of controlling the light emission mode of the second decorative lamp LA2. The sub-CPU 51, which controls the performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2, is an example of a performance control means that controls the performance device group ES as a performance execution means.
[0041] The sub-board 50 is connected to the effect button BT. The sub-CPU 51 can input an operation signal indicating that the effect button BT has been operated. The sub-board 50 is connected to the effect lever LV. The sub-CPU 51 can input an operation signal indicating that the effect lever LV has been operated. The sub-board 50 is connected to the cross button JB. The sub-CPU 51 can input an operation signal indicating that the cross button JB has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the up button JBu has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the down button JBd has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the left button JBl has been operated. As an example, the sub-CPU 51 can input an operation signal indicating that the right button JBr has been operated.
[0042] The pachinko gaming machine 10 is also equipped with a backup function. In this embodiment, the main board 40 and the sub-board 50 are each equipped with a backup function. A pachinko gaming machine 10 equipped with a backup function retains information about game control stored in the main RAM 43 of the main board 40 (hereinafter referred to as main backup information) for a predetermined period even if the power supply is stopped, and can recover based on the main backup information when the power supply is started. Also, a pachinko gaming machine 10 equipped with a backup function retains information about performance control stored in the sub-RAM 53 of the sub-board 50 (hereinafter referred to as sub backup information) for a predetermined period even if the power supply is stopped, and can recover based on the sub backup information when the power supply is started.
[0043] As an example, the main backup information includes information about special games, information about winning games, and information about the game status. Information about special games includes information that can identify the result of a winning lottery, information that can identify the variation pattern of a special game, and information that can identify the special symbol derived in a special game. Information about winning games includes information that can identify the progress of a winning game. Information about the game status includes information that can identify whether the game is in a high probability state or an improved ball-scoring state, and the remaining number of special games that can grant the improved ball-scoring state if the state is an improved ball-scoring state.
[0044] As an example, the secondary backup information includes information about the effect game, information about the winning game effect, and information about the effect mode. The information about the effect game includes information that can identify the result of the winning lottery, information that can identify the variation pattern, information that can identify the progress of the effect game, information that can identify the progress of various effects and various notifications, etc. The information about the winning game effect includes information that can identify the progress of the winning game effect, etc. The information about the effect mode includes information that can identify the current effect mode, the number of variation games that have been executed since staying in the current effect mode, etc.
[0045] As an example, the predetermined period is the period from when the backup power supply (for example, an electric double layer capacitor) is discharged until the backup power supply is unable to supply power. Note that the pachinko gaming machine 10 may be a non-volatile memory that can retain stored contents even when power is not being supplied to the main RAM 43 and the sub-RAM 53, and thus may be able to retain each backup information even after the power supply is stopped.
[0046] When power is supplied to the pachinko gaming machine 10 and it is started (including when power is restored), the main CPU 41 determines whether or not to initialize the main backup information stored in the main RAM 43. For example, the main CPU 41 determines to initialize the main backup information when an operation signal is input from an initialization switch (not shown). If it is determined not to initialize the main backup information, the main CPU 41 determines whether the main backup information stored in the main RAM 43 is normal. If the main backup information is normal, the main CPU 41 executes a restoration process based on the main backup information. As a result, the pachinko gaming machine 10 is restored based on the main backup information in the main RAM 43. Whether the main backup information is normal or abnormal is determined, for example, by checking the state of the main backup flag and checking whether the checksum of the main backup information matches. When restoring based on the main backup information, the main CPU 41 outputs control information (hereinafter referred to as a restoration command) that can identify that restoration has been performed based on the main backup information to the secondary CPU 51. Upon inputting the restoration command, the secondary CPU 51 determines whether the secondary backup information is normal. If the secondary backup information is normal, the secondary CPU 51 executes a process to restore the game based on the secondary backup information. As a result, the pachinko game machine 10 is restored based on the secondary backup information in the secondary RAM 53. Whether the secondary backup information is normal or abnormal is determined, for example, by checking the state of the secondary backup flag and checking whether the checksum of the secondary backup information matches. When restoring the game based on the secondary backup information, the secondary CPU 51 controls the performance device group ES to execute a restoration notification that enables the user to recognize that restoration has occurred based on the secondary backup information. Note that, among the information stored in the main RAM 43 and the secondary RAM 53, some information that differs from the backup information (hereinafter referred to as non-backup information) is initialized when power supply is started, regardless of whether restoration is based on the backup information.
[0047] On the other hand, if it is determined that initialization of the primary backup information should be performed, or if the primary backup information stored in the main RAM 43 is abnormal, the primary CPU 41 performs initialization of the primary backup information. Thereafter, the primary CPU 41 performs startup processing based on the initialized primary backup information. When initializing the primary backup information, the primary CPU 41 outputs control information (hereinafter referred to as an initialization command) that can identify that the primary backup information has been initialized to the secondary CPU 51. When the initialization command has been input, or if the secondary backup information stored in the secondary RAM 53 is abnormal, the secondary CPU 51 performs initialization of the secondary backup information. Thereafter, the secondary CPU 51 performs startup processing based on the initialized secondary backup information. When initializing the secondary backup information, the secondary CPU 51 controls the performance device group ES to perform an initialization notification that can identify that the secondary backup information has been initialized.
[0048] Next, various processes performed by the main CPU 41 will be described. The main CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes that are performed every predetermined control period (for example, 4 ms).
[0049] The special symbol input process will be described. The main CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the main CPU 41 determines whether the first reserved number stored in the main RAM 43 is less than the upper limit number. If the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by incrementing it by 1. Next, the main CPU 41 controls the first reserved display device 19c to display information that identifies the updated first reserved number. The main CPU 41 outputs a control command (hereinafter referred to as the first reserved number command) that identifies the first reserved number after the increment to the sub-board 50. In this way, the reserved condition for the first special game can be met when the first reserved number is less than the upper limit number and a gaming ball is detected by the first start sensor SE1.
[0050] Next, the main CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition is met.
[0051] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if the game ball has not entered the first start hole 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 determines whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 outputs a control command (hereinafter referred to as the second reserved number command) that can identify the second reserved number after the addition to the sub-board 50. The reservation condition for the second special game can be met when the second reservation number is less than the upper limit number and the gaming ball is detected by the second start sensor SE2.
[0052] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend its execution until the start conditions of the second special game are met. When the random number information for the second special game has been stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.
[0053] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than zero.
[0054] If the second reserved number is greater than zero, the main CPU 41 performs processing to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting 1. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU 41 outputs a second reserved number command that can identify the second reserved number after subtraction to the sub-board 50. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.
[0055] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. Thereafter, the main CPU 41 ends the special symbol start process.
[0056] As shown in FIG. 4, as an example, the losing variation patterns include variation pattern HP1, variation pattern HP2, variation pattern HP3, and variation pattern HP4. Variation pattern HP1 is a variation pattern that specifies variation content in an effect game where a losing symbol combination is ultimately stopped and displayed without going through a reach effect. Variation pattern HP2 is a variation pattern that specifies variation content in an effect game where a losing symbol combination is ultimately stopped and displayed after going through an NR effect. As an example, variation pattern HP3 and variation pattern HP4 are variation patterns that specify variation content in an effect game where a losing symbol combination is ultimately stopped and displayed after going through an SR effect. Variation pattern HP3 is a variation pattern that specifies variation content that develops from an NR effect to an SR effect. Variation pattern HP4 is a variation pattern that specifies variation content that develops from an NR effect to an SR effect without going through an NR effect.
[0057] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 performs a lottery for a jackpot symbol using a winning symbol random number that can be identified from the random number information, and determines the jackpot symbol to be stopped and displayed in the second special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 ends the special symbol start processing.
[0058] As an example, there are three types of jackpot fluctuation patterns: fluctuation pattern HP5, fluctuation pattern HP6, and fluctuation pattern HP7. Fluctuation pattern HP5 is a jackpot fluctuation pattern that specifies the fluctuation content in a performance game that goes through an NR performance and finally displays a jackpot symbol combination. Fluctuation pattern HP6 and fluctuation pattern HP7 are fluctuation patterns that specify the fluctuation content in a performance game that goes through an SR performance and finally displays a jackpot symbol combination. Fluctuation pattern HP6 is a fluctuation pattern that specifies the fluctuation content that develops into an SR performance after an NR performance. Fluctuation pattern HP7 is a fluctuation pattern that specifies the fluctuation content that develops into an SR performance without going through an NR performance.
[0059] If the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. If the first reserved number is zero, the main CPU 41 terminates the special symbol start process. If the first reserved number is greater than zero, the main CPU 41 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting one. The main CPU 41 controls the first reserved display device 19c to display information that identifies the first reserved number after subtraction. The main CPU 41 outputs a first reserved number command that identifies the first reserved number after subtraction to the sub-board 50. Next, the main CPU 41 acquires the random number information for the first special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability based on the current probability state.
[0060] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from multiple loss variation patterns. As an example, the main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines variation pattern HP1, variation pattern HP2, variation pattern HP3, or variation pattern HP4 as the variation pattern. Thereafter, the main CPU 41 ends the special symbol start process.
[0061] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. As an example, the main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines variation pattern HP5, variation pattern HP6, or variation pattern HP7 as the variation pattern. After that, the main CPU 41 ends the special pattern start processing.
[0062] The main CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0063] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start varying display of predetermined symbols. The main CPU 41 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variation time set in the variation pattern has elapsed, the main CPU 41 outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the sub-board 50.
[0064] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 outputs a variable end command to the sub-board 50. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process, thereby holding a winning lottery when a gaming ball enters the start hole. The main CPU 41 is an example of a variable game execution means that executes a variable game.
[0065] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the end of the jackpot special game. The main CPU 41 determines 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 41 awards the determined type of jackpot game. As an example, there are first jackpots based on a first jackpot symbol among the jackpot symbols, and second jackpots based on a second jackpot symbol different from the first jackpot symbol. In the following description, a jackpot game based on a first jackpot will be referred to as a first jackpot game, and a jackpot game based on a second jackpot will be referred to as a second jackpot game. The first jackpot game and the second jackpot game are jackpot games with different game states after completion.
[0066] First, the main CPU 41 outputs a control command (hereinafter referred to as an opening command) capable of identifying the start of an opening time to the sub-board 50. As an example, the opening command may include information capable of identifying the type of jackpot game. After the opening time has elapsed, the main CPU 41 performs processing to execute a round game. Specifically, the main CPU 41 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the jackpot opening 14. When the number of game balls detected by the count sensor SE3 reaches the upper limit or the upper limit time has elapsed, the main CPU 41 controls the special solenoid SL2 to close the jackpot opening 14, thereby ending the round game. The main CPU 41 repeatedly performs this processing to execute a round game until the upper limit number of round games set for the jackpot game has been completed. Each time a round game is started, the main CPU 41 outputs a control command (hereinafter referred to as a round command) capable of identifying the start of a jackpot round game to the sub-board 50. When the final round of play ends, the main CPU 41 outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of the ending time to the sub-board 50. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 outputs a control command (hereinafter referred to as an ending end command) capable of specifying the passage of the ending time to the sub-board 50. This makes it possible to execute a variable game based on the result of a winning lottery, and after the variable game ends, a jackpot game is awarded based on the result of the winning lottery. The jackpot game is an example of a bonus. The main CPU 41 is an example of a bonus awarding means that awards a jackpot game, which is an example of a bonus.
[0067] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process that transitions the probability state, and a winning percentage transition process that transitions the winning percentage state. As an example, in the game state transition process, the probability transition process and the winning percentage transition process are executed in this order.
[0068] First, the probability transition process will be described. When the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, the main CPU 41 controls to a high probability state. After the first jackpot game ends, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. On the other hand, when the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, the main CPU 41 controls to a low probability state. When starting a jackpot game and the high probability flag is set, the main CPU 41 clears the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.
[0069] Next, the goal scoring rate transition process will be described. The main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the system to a high ball entry rate state. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the end of the jackpot game by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When a special game in which the number of executions of the special game after the end of the jackpot game reaches the activation count ends, the main CPU 41 erases the activation flag stored in the main RAM 43. In other words, after the second jackpot game ends, the main CPU 41 controls the system to a low ball entry rate state when the activation number of the special game ends. After the first jackpot game ends, the main CPU 41 does not erase the activation flag until the next jackpot game is awarded. When a jackpot game is started and the activation flag is set, the main CPU 41 erases the activation flag. In other words, the main CPU 41 controls the ball entry rate to a low state during a jackpot game.
[0070] Through the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the game state is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the game state is controlled to a high probability time-saving state. Furthermore, after the second jackpot game ends, the game state is controlled to a low probability state and a high ball entry rate state. In other words, after the second jackpot game ends, the game state is controlled to a low probability time-saving state. In this way, the main CPU 41 can control the game state to be advantageous to the player upon the end of the jackpot game. In other words, the pachinko gaming machine 10 can execute a variable game based on the result of a winning lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to a more advantageous game state after the end of the jackpot game than after the end of the second jackpot game. A gaming state advantageous to a player is an example of a benefit. The main CPU 41 is an example of a benefit granting means that grants a "gaming state advantageous to a player," which is an example of a benefit.
[0071] The normal symbol input process will be described. The main CPU 41 executes normal symbol input processing as timer interrupt processing. In the normal symbol input processing, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE4. When a gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, winning symbol random numbers used to determine normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0073] Next, the normal symbol start process will be described. The main CPU 41 executes normal symbol start processing as timer interrupt processing. In the normal symbol start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game nor a normal game is being played, and makes a negative determination when a normal win game is being played or a normal game is being played. If the start conditions for the normal game are not met, the main CPU 41 ends the normal symbol start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.
[0074] If the normal reserved number is greater than zero, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win will be awarded. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0075] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0076] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that specifies a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be multiple variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.
[0077] When the normal pattern start process is completed, the main CPU 41 executes a normal game through a process separate from the normal pattern start process. When executing a normal game, the main CPU 41 controls the normal pattern display device 19e to start variable display of predetermined patterns. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal pattern display device 19e to statically display the normal pattern determined in the normal pattern start process.
[0078] The normal winning game process will be explained. The normal win game processing is a processing for awarding a normal win game. When the main CPU 41 stops and displays the normal win symbol in the normal game, it executes the normal win game processing after the normal game of the normal win ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.
[0079] Next, various processes executed by the secondary CPU 51 will be described. The big win presentation process will be explained. The jackpot effect processing is processing for executing effects during jackpot games (hereinafter referred to as jackpot effects). When an opening command is input, the sub-CPU 51 controls the effect device group ES to execute an opening effect. When a round command is input, the sub-CPU 51 controls the effect device group ES to execute a round effect. When an ending start command is input, the sub-CPU 51 controls the effect device group ES to execute an ending effect. When an ending end command is input, the sub-CPU 51 controls the effect device group ES to end the ending effect.
[0080] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the 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 device group ES including the effect display device EH to execute the effect game.
[0081] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special symbol command. When a jackpot symbol can be identified from the special symbol command, the sub-CPU 51 determines a jackpot symbol combination (e.g., 777). When a losing symbol can be identified from the special symbol command, the sub-CPU 51 determines a losing symbol combination. When determining a losing symbol combination, the sub-CPU 51 determines a symbol combination including a reach (e.g., 787) if the condition for executing a reach effect (hereinafter referred to as a reach condition) is met. When determining a losing symbol combination, the sub-CPU 51 determines a symbol combination not including a reach (e.g., 783) if the reach condition is not met. As an example, the sub-CPU 51 determines whether the reach condition is met based on a variation pattern that can be identified from the input variation start command. As an example, the sub-CPU 51 determines that the reach condition is met when variation content including a reach effect is identified from the variation pattern. That is, the sub-CPU 51 determines that the reach condition is met when the fluctuation pattern HP2, the fluctuation pattern HP3, or the fluctuation pattern HP4 is identified from the input fluctuation start command.
[0082] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. As an example, the sub-CPU 51 determines an auxiliary variation pattern that can identify the variation content of the performance game based on the variation pattern. For example, the sub-CPU 51 may select one auxiliary variation pattern associated with the variation pattern. For example, the sub-CPU 51 may select one from multiple auxiliary variation patterns associated with the variation pattern. The auxiliary variation pattern may include variation content that can be identified from the variation pattern. The sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row based on the determined variation content. In other words, the sub-CPU 51 starts the performance game.
[0083] After the start of the effect game, the sub-CPU 51 temporarily stops and displays the symbol combination at a predetermined timing. The sub-CPU 51 stops and displays the symbol combination as confirmed upon input of a variation end command. The sub-CPU 51 may also stop and display the symbol combination as confirmed upon the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted. The sub-CPU 51 is an example of a variation game execution means that executes a variation game.
[0084] Next, various effects executed in the pachinko gaming machine 10 will be described. As an example, the various effects include a specific effect. The specific effect is an effect including a specific light-emitting effect. As an example, the specific light-emitting effect is an effect in which light is emitted in a specific light-emitting mode. As an example, the specific light-emitting mode is an emission mode including emission of a specific color with an emission intensity equal to or greater than a reference value. As an example, the specific light-emitting mode is an emission mode including emission of a specific flash with an emission intensity equal to or greater than a reference value. In this embodiment, the emission intensities of the first decorative lamp LA1 and the second decorative lamp LA2 can be divided into a first emission intensity, a second emission intensity, a third emission intensity, a fourth emission intensity, and a fifth emission intensity. As an example, the emission intensities equal to or greater than the reference value are the fourth emission intensity and the fifth emission intensity. As an example, the first emission intensity is an emission intensity of 0% to 20% when the maximum emission intensity is 100%. As an example, the second emission intensity is an emission intensity of 21% to 40% when the maximum emission intensity is 100%. For example, the third light emission intensity is 41% to 60% of the maximum light emission intensity, which is 100%. For example, the fourth light emission intensity is 61% to 80% of the maximum light emission intensity, which is 100%. For example, the fifth light emission intensity is 81% to 100% of the maximum light emission intensity, which is 100%. For example, the specific color light emission is red light emission. For example, the specific color light emission is red, green, or blue light emission, in which the red light emission intensity is stronger than the green light emission intensity and the blue light emission intensity. For example, the specific blinking light emission is light emission that blinks 15 to 20 times per second.
[0085] The specific effect is an effect that can be executed while the variable game is being played. As an example, the specific effect is part of the SR effect. As an example, the SR effect is composed of an introductory effect, a branching effect which is an example of a specific effect, and a result effect which is an example of a specific effect. The SR effect is an effect that allows the player to recognize whether or not a jackpot game, which is an example of a bonus, will be awarded. The SR effect is an effect that allows the player to recognize the expectation of a jackpot game, which is an example of a bonus (hereinafter referred to as bonus expectation). The SR effect, which is composed of a branching effect as a specific effect and a result effect, is an effect that has a higher bonus expectation than when the SR effect is not executed. The SR effect, which is composed of a branching effect as a specific effect and a result effect, is an effect that can be executed when a bonus is awarded.
[0086] Here, "recognizable" with respect to the predetermined content may include not explicitly indicating the predetermined content to the player, such as hinting at the predetermined content to the player. Also, "recognizable" with respect to the predetermined content may include explicitly indicating the predetermined content to the player. In other words, "recognizable" with respect to the predetermined content may include making the player definitively recognize the predetermined content. As an example, "recognizable" with respect to the bonus expectation may include suggesting that the bonus expectation is relatively high by displaying characters, effects, etc. As an example, "recognizable" with respect to the bonus expectation may include announcing that there is a specific bonus expectation, such as a jackpot confirmation effect.
[0087] As shown in FIG. 5(a), in an SR effect, an introduction effect is executed first. As an example, the introduction effect may include a display effect that displays a predetermined introduction image. As an example, the introduction image is an image that allows the expectation of a bonus to be recognized. As an example, the introduction effect is an effect that does not include a specific light-emitting effect. As an example, the introduction effect is an effect that includes a non-specific light-emitting effect that is different from the specific light-emitting effect. As an example, the non-specific light-emitting effect is an effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a non-specific light-emitting mode that is different from the specific light-emitting mode. The non-specific light-emitting mode is an emission mode that is composed of some or all of the emission of a non-specific color that is different from the specific color, the emission of a non-specific flashing that is different from the specific flashing, the emission of a specific color with a light-emitting intensity below a reference value, and the emission of a specific flashing with a light-emitting intensity below a reference value. As an example, the non-specific light-emitting mode is an emission mode that emits light with a light-emitting intensity below a third light-emitting intensity.
[0088] As shown in Figures 5(b) and 5(c), in the SR performance, when the introduction performance ends, a branching performance as a specific performance is executed. The branching performance as a specific performance includes a specific light-emitting performance. As an example, the specific light-emitting performance in the branching performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific color at a fourth light-emitting intensity. As an example, the specific light-emitting performance in the branching performance is a light-emitting performance in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific flash at a fourth light-emitting intensity.
[0089] As shown in FIG. 5(b), as an example, the branching effect includes a first branching effect that includes a first operation acceptance period during which operation of the effect button BT is accepted. As an example, the first branching effect may include a display effect in which a promotion image Gs1 is displayed to encourage operation of the effect button BT. As an example, the promotion image Gs1 may be displayed during the first operation acceptance period. As an example, the promotion image Gs1 may include an image that resembles the string "Press the effect button." As an example, the promotion image Gs1 may include an image that resembles the effect button BT. As an example, the promotion image Gs1 is an image that allows the expectation of a bonus to be recognized.
[0090] As shown in FIG. 5(c), as an example, the branching effect includes a second branching effect that includes a second operation acceptance period during which operation of the effect lever LV is accepted. As an example, the second branching effect may include a display effect that displays a promotion image Gs2 that encourages operation of the effect lever LV. As an example, the promotion image Gs2 may be displayed during the second operation acceptance period. As an example, the promotion image Gs2 may include an image that resembles the text "Press the effect lever." As an example, the promotion image Gs2 may include an image that resembles the effect lever LV. As an example, the promotion image Gs2 is an image that allows the player to recognize the bonus expectation rate. As an example, the promotion image Gs2 is an image that allows the player to recognize a bonus expectation rate that is different from the bonus expectation rate that can be recognized by the promotion image Gs1. As an example, the promotion image Gs2 is an image that allows the player to recognize a bonus expectation rate that is higher than the bonus expectation rate that can be recognized by the promotion image Gs1.
[0091] As shown in FIG. 5(d), in the SR effect, when the branching effect ends, a result effect as a specific effect is executed. The result effect as a specific effect includes a specific light-emitting effect. For example, the specific light-emitting effect in the result effect is a light-emitting effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting pattern, including light emission of a specific color at a fifth light-emitting intensity. For example, the specific light-emitting effect in the result effect is a light-emitting effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting pattern, including light emission of a specific flashing pattern at a fifth light-emitting intensity. For example, the result effect may include a display effect that displays a predetermined result image. For example, the result image is an image that allows the player to recognize whether a jackpot game, which is an example of a bonus, will be awarded. For example, the result image is an image that allows the player to recognize the combination of effect symbols that will be stopped and displayed thereafter. For example, the result image may be the exact combination of effect symbols that will be stopped and displayed thereafter.
[0092] The pre-performance will be explained. As an example, the various effects executed in the pachinko gaming machine 10 include pre-effects. A pre-effect is an effect that is executed before a specific effect is executed. In this embodiment, when a specific effect is executed, a pre-effect is always executed. In other words, a pre-effect is an effect that suggests or notifies of a specific light emission pattern. As an example, a pre-effect is an effect that suggests or notifies of a specific color of light emission. As an example, a pre-effect is an effect that suggests or notifies of a specific flashing light emission.
[0093] As shown in FIG. 6(a), for example, the pre-effect may include a display effect that displays a pre-image Gb that allows the player to recognize that a specific effect will be executed. The pre-image Gb is an image that allows the player to recognize the light emitted in a specific light-emitting mode. For example, the pre-image Gb is an image that resembles the text "A strong light effect will be executed." For example, the period from the start of the pre-effect to the end of the specific effect may include a third operation acceptance period in which operation of the effect button BT is accepted. For example, the third operation acceptance period is the entire period from the start of the pre-effect to the end of the specific effect. Note that the third operation acceptance period may include a period different from the period from the start of the pre-effect to the end of the specific effect. For example, the third operation acceptance period may be the period from the start of the pre-effect to the end of the first variation game or the start of the next variation game.
[0094] Next, the limitation of light emission according to a specific light emission mode will be described. The pachinko gaming machine 10 of this embodiment is configured to be able to limit light emission in a specific light emission mode. As an example, limiting light emission in a specific light emission mode is to set the light emission intensity to a reference value or less. As an example, limiting light emission in a specific light emission mode is to set light emission at a fourth light emission intensity and light emission at a fifth light emission intensity to a third light emission intensity or less. Note that setting the light emission intensity to a reference value or less may include setting the light emission intensity to 0. In other words, limiting light emission in a specific light emission mode may include prohibiting light emission in a specific light emission mode.
[0095] As an example, the pachinko gaming machine 10 can limit the light emission in a specific light-emitting mode during execution of a variable game. As an example, the pachinko gaming machine 10 can change the setting for light emission in a specific light-emitting mode from the standard setting to a specific setting by operating the effect button BT during the third operation acceptance period. As an example, the specific setting is a setting in which the light emission intensity of light emitted in a specific light-emitting mode is lower than the standard setting. In other words, the specific setting is a setting in which the light emission intensity of light emitted in a specific color is lower than the standard setting. More specifically, the specific setting is a setting in which the light emission intensity of red is lower than the standard setting. Furthermore, the specific setting is a setting in which the light emission intensity of light emitted by a specific flash is lower than the standard setting. As an example, the pachinko gaming machine 10 can limit the light emission in a specific light-emitting mode by operating the effect button BT during the third operation acceptance period to set the specific setting.
[0096] As shown in FIG. 6(b), when the setting for light emission in a specific light emission mode is a specific setting, a light emission restriction effect is executed, which allows the user to recognize that light emission in a specific light emission mode is restricted. In other words, when the effect button BT is operated during the third operation acceptance period, the light emission restriction effect is executed. As an example, the light emission restriction effect may include a display effect that displays a light emission restriction image Sg, which allows the user to recognize that light emission in a specific light emission mode is restricted. As an example, the light emission restriction image Sg is an image that resembles the string of characters "light emission restricted."
[0097] Also, as an example, in the pachinko gaming machine 10, when a pre-effect is not being executed and in a standby state where a variable game is not being executed, it is possible to limit light emission in a specific light emission mode. In the pachinko gaming machine 10, during the standby state, when the effect button BT is pressed in a fourth operation acceptance period in which operation of the effect button BT is accepted, a setting change effect is executed to change the settings related to light emission in a specific light emission mode. In the setting change effect, various settings can be changed in addition to the settings related to light emission in a specific light emission mode. As an example, in the setting change effect, it is possible to change the settings related to the volume of various effects and various notifications. As an example, in the setting change effect, it is possible to change the settings related to the light intensity of various effects and various notifications. As an example, in the setting change effect, it is possible to change the settings related to the customization of various effects.
[0098] As shown in FIG. 7(a), the setting change effect executes a menu effect that allows the user to identify the item whose setting is to be changed. The menu effect may include a display effect that displays an item image Gm. The item image Gm may include an item image Gm corresponding to settings related to light emission in a specific light-emitting mode. As an example, the item image Gm may include an item image Gm corresponding to settings related to the volume of various effects and various notifications. As an example, the item image Gm may include an item image Gm corresponding to settings related to the light intensity of various effects and various notifications. As an example, the item image Gm may include an item image Gm corresponding to settings related to customization of various effects. During the execution of the menu effect, the item whose setting is to be changed can be selected by operating the cross button JB during a fifth operation acceptance period that accepts operation of the effect button BT and the cross button JB. As an example, the menu effect is executed so that the selected item can be identified. As an example, the menu effect may include a display effect that displays an image indicating the selected item. As an example, the item images Gm may be displayed such that the item image Gm corresponding to the selected item image Gm is displayed in a different manner from the item images Gm corresponding to other items.
[0099] As shown in FIG. 7(b), during the fifth operation acceptance period, by operating the effect button BT, a setting status effect is executed, which allows the setting status of the selected item to be recognized in the menu effect. As an example, the menu effect ends with the execution of the setting status effect. As an example, the setting status effect may include a display effect that displays a setting status image Gf. As an example, the setting status image Gf is an image that allows the setting status of the selected item to be recognized. During the execution of the setting status effect, during the sixth operation acceptance period in which operation of the effect button BT is accepted, the setting of the selected item can be changed by operating the effect button BT. In other words, when the pre-effect is not being executed, during a standby state in which a variable game is not being executed, the setting related to the light emission by a specific light-emitting mode can be set to a specific setting based on the operation of the effect button BT. Furthermore, during the sixth operation acceptance period, the setting related to the volume of various effects and various notifications can be changed by operating the effect button BT. Furthermore, during the sixth operation acceptance period, the setting related to the light intensity of various effects and various notifications can be changed by operating the effect button BT. Furthermore, during the sixth operation acceptance period, the setting related to the customization of various effects can be changed by operating the effect button BT.
[0100] Next, we will explain the standby effects that can be performed in the standby state. As an example, the standby effect is executed when a predetermined time has elapsed since the device was controlled to the standby state. As an example, the standby effect may include an attention-calling effect that calls attention to the possibility of entering a specific state. As an example, the specific state is a state in which the player is adversely affected by various effects or notifications of the pachinko gaming machine 10. As an example, the specific state is a state in which the player is adversely affected by light emission due to a specific light-emitting mode. As an example, the specific state is a state in which dizziness, headache, convulsions, etc. occur. As an example, the target of this attention-calling is the player who shoots the video, the editor who edits the video, the viewer who watches the video, etc.
[0101] As shown in FIG. 8(a), the attention-drawing effect may include a display effect that displays a predetermined attention-drawing image Cg. For example, the attention-drawing image Cg is an image that draws attention to the possibility of a specific state. For example, the attention-drawing image Cg is an image that draws attention to the possibility of adverse effects due to various effects and various notifications of the pachinko gaming machine 10. For example, the attention-drawing image Cg is an image that draws attention to the possibility of adverse effects due to light emitted in a specific light-emitting pattern. For example, the attention-drawing image Cg is an image that draws attention to the possibility of a specific state being caused by watching a video. For example, the attention-drawing image Cg may include an image that resembles the text "The actual light-emitting pattern may differ from that shown in the video." For example, the attention-drawing image Cg may include an image that resembles the text "Continuous exposure to a strong light may cause nausea." For example, the attention-drawing effect may include a non-specific light-emitting effect. As an example, the non-specific light-emitting effect in the attention-calling effect is a light-emitting effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light at a first light-emitting intensity. In this embodiment, by configuring the attention-calling effect to be executable in the standby state, the attention-calling effect can be executed before the start of the pre-effect.
[0102] As an example, the standby effect may include a demonstration effect (hereinafter referred to as a "demo effect"). The demo effect is an effect for attracting customers. As shown in FIG. 8(b), for example, the demo effect may include a display effect that displays a demo image to attract customers. For example, the demo image is an image displayed in a display effect executed during execution of a variable game, or an image related to the image. For example, the demo effect may include a special light-emitting effect. For example, the special light-emitting effect is an effect in which light is emitted in a specific light-emitting mode. For example, the special light-emitting effect is an effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific color at a fourth light-emitting intensity. For example, the special light-emitting effect is an effect in which each of the first decorative lamp LA1 and the second decorative lamp LA2 emits light in a specific light-emitting mode including light emission of a specific flashing pattern at a fourth light-emitting intensity. For example, the demo effect is an example of a special effect. For example, the standby effect is repeatedly executed in the order of an attention call effect and a demo effect, followed by the attention call effect and the demo effect. Note that the standby effect may be executed in the order of the demo effect and the attention call effect.
[0103] The control executed by the secondary CPU 51 to execute these effects and notifications will be described below. First, the control for executing the SR effects and pre-effects will be described.
[0104] When the sub-CPU 51 inputs a fluctuation start command, it determines whether to execute an SR effect based on the fluctuation content of the fluctuation game that can be identified from the fluctuation start command. As an example, the sub-CPU 51 may decide to execute an SR effect if it identifies fluctuation pattern HP3, fluctuation pattern HP4, fluctuation pattern HP6, or fluctuation pattern HP7 from the input fluctuation start command. Furthermore, when executing an SR effect, the sub-CPU 51 determines the presentation mode of the SR effect. As an example, when it identifies fluctuation pattern HP3 or fluctuation pattern HP6 from the input fluctuation start command, the sub-CPU 51 decides to execute an SR effect that includes a first branching effect. On the other hand, when it identifies fluctuation pattern HP4 or fluctuation pattern HP7 from the input fluctuation start command, the sub-CPU 51 decides to execute an SR effect that includes a first branching effect or a second branching effect. As an example, when the sub-CPU 51 identifies the variation pattern HP4 or the variation pattern HP7 from the input variation start command, it conducts a predetermined lottery and, depending on the result of the predetermined lottery, decides to execute an SR effect including a first branching effect or an SR effect including a second branching effect. As a result, depending on the progress of the game when the SR effect is executed (depending on whether the NR effect has been executed or not), there are cases where the first branching effect is executed, and cases where the first branching effect or the second branching effect is executed.
[0105] When the sub-CPU 51 decides to execute an SR effect, it decides to execute a pre-effect. When the sub-CPU 51 decides to execute a pre-effect, it decides the timing of execution of the pre-effect. As an example, when the sub-CPU 51 identifies variation pattern HP3 or variation pattern HP6 from the input variation start command, it decides the first timing as the timing of execution of the pre-effect. On the other hand, when the sub-CPU 51 identifies variation pattern HP4 or variation pattern HP7 from the input variation start command, it decides the second timing as the timing of execution of the pre-effect. As an example, the first timing is when the NR effect progresses to the SR effect. As an example, the second timing is when the SR effect starts.
[0106] If the sub-CPU 51 determines the first timing as the execution timing of the pre-effect, the sub-CPU 51 controls the group of effect devices ES to execute the pre-effect when the timing to progress from the NR effect to the SR effect arrives. If the sub-CPU 51 determines the second timing as the execution timing of the pre-effect, the sub-CPU 51 controls the group of effect devices ES to execute the pre-effect when the timing to start the SR effect arrives. When starting the pre-effect, the sub-CPU 51 starts a third operation acceptance period in which operation of the effect button BT is accepted. During the third operation acceptance period, the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, and changes the settings related to light emission in a specific light-emitting mode. As an example, the sub-CPU 51 refers to the setting information stored in the sub-RAM 53. The setting information is information that can identify the setting status of various settings. As an example, the setting information is non-backup information. In other words, the setting information is information that is initialized when power supply is started. When the sub-CPU 51 determines from the setting information that the setting for light emission in a specific light-emitting mode is the standard setting, it changes the setting for light emission in the specific light-emitting mode to the specific setting and updates the setting information so that it can be identified that the setting for light emission in the specific light-emitting mode is the specific setting. When the sub-CPU 51 determines from the setting information that the setting for light emission in a specific light-emitting mode is the specific setting, it changes the setting for light emission in the specific light-emitting mode to the standard setting and updates the setting information so that it can be identified that the setting for light emission in the specific light-emitting mode is the standard setting. Thereafter, the sub-CPU 51 controls the performance device group ES to end the pre-performance when the end timing of the pre-performance has passed. As an example, if the pre-performance starts at the first timing, the sub-CPU 51 determines that the end timing of the pre-performance has arrived when the start timing of the SR performance has arrived. As an example, if the pre-performance starts at the second timing, the sub-CPU 51 determines that the end timing of the pre-performance has arrived when the start timing of the branching performance has arrived. The secondary CPU 51 ends the third operation accepting period when the end timing of the third operation accepting period arrives.As an example, the secondary CPU 51 determines that the end timing of the third operation acceptance period has arrived when the end timing of the variable game has arrived.
[0107] When it is determined that an SR effect is to be executed, the sub-CPU 51 controls the group of effect devices ES to execute the SR effect when the start timing of the SR effect arrives. More specifically, when it is determined that an SR effect is to be executed, the sub-CPU 51 controls the group of effect devices ES to execute an introductory effect when the start timing of the SR effect arrives. As an example, when a variation game based on variation pattern HP3 or variation pattern HP6 is executed, the sub-CPU 51 determines that the start timing of the SR effect has arrived when a first predetermined time (e.g., 20 seconds) has elapsed since the start of the variation game. As an example, when a variation game based on variation pattern HP4 or variation pattern HP7 is executed, the sub-CPU 51 determines that the start timing of the SR effect has arrived when a second predetermined time (e.g., 15 seconds) has elapsed since the start of the variation game. As an example, the second predetermined time is shorter than the first predetermined time.
[0108] The sub-CPU 51 controls the performance device group ES to execute a branch performance when the start timing of the branch performance arrives. Specifically, when the sub-CPU 51 decides to execute an SR performance including a first branch performance, the sub-CPU 51 controls the performance device group ES to execute the first branch performance when the start timing of the branch performance arrives. When the sub-CPU 51 decides to execute an SR performance including a second branch performance, the sub-CPU 51 controls the performance device group ES to execute the second branch performance when the start timing of the branch performance arrives. The sub-CPU 51 determines that the start timing of the branch performance has arrived when the performance time of the introduction performance has elapsed. In other words, when the performance time of the introduction performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute a branch performance instead of the introduction performance. As an example, when the sub-CPU 51 executes the first branch performance, it starts a first operation acceptance period in which it accepts operation of the performance button BT. As an example, when the sub-CPU 51 executes the second branch performance, it starts a second operation acceptance period in which it accepts operation of the performance lever LV.
[0109] The sub-CPU 51 controls the performance device group ES so that the result performance is executed when the start timing of the result performance arrives. Specifically, if the winning lottery is won, the sub-CPU 51 controls the performance device group ES so that the start timing of the result performance arrives when the winning lottery is won. If the winning lottery is not won, the sub-CPU 51 controls the performance device group ES so that the start timing of the result performance arrives when the start timing of the result performance arrives. As an example, the sub-CPU 51 determines that the start timing of the result performance has arrived when the performance time for the branching performance has elapsed, when the performance button BT has been operated in the first operation acceptance period, or when the performance lever LV has been operated in the second operation acceptance period. As an example, the sub-CPU 51 ends the first operation acceptance period or the second operation acceptance period when the start timing of the result performance arrives.
[0110] Next, the control in the standby state will be described. The secondary CPU 51 starts a fourth operation acceptance period during which it accepts operation of the effect button BT when it enters the standby state. As an example, the secondary CPU 51 starts the fourth operation acceptance period during which it accepts operation of the effect button BT when a predetermined time (for example, 10 seconds) has elapsed since it entered the standby state. During the fourth operation acceptance period, when the secondary CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it controls the effect device group ES to execute a setting change effect. Specifically, during the fourth operation acceptance period, when the secondary CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it controls the effect device group ES to execute a menu effect. During the fourth operation acceptance period, when the secondary CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it ends the fourth operation acceptance period. When starting the setting change effect, the secondary CPU 51 initializes the item information stored in the secondary RAM 53. The item information is information that can identify the selected item. As an example, the item information after initialization is information that can identify settings regarding the volume of various effects and various notifications.
[0111] Next, the secondary CPU 51 starts a fifth operation acceptance period in which it accepts operation of the effect button BT and the cross button JB. During the fifth operation acceptance period, when the secondary CPU 51 determines that the cross button JB has been operated based on the operation signal of the cross button JB, it can change the selected item according to the operation mode of the cross button JB. As an example, each time the up button JBu is operated, the secondary CPU 51 changes the selected setting in the following order: ... settings related to the volume of various effects and various notifications → settings related to light emission in a specific light emission mode → settings related to customization of various effects → settings related to the light intensity of various effects and various notifications → settings related to the volume of various effects and various notifications. As an example, each time the down button JBd is operated, the secondary CPU 51 changes the selected item in the following order: ... settings related to the volume of various effects and various notifications → settings related to the light intensity of various effects and various notifications → settings related to customization of various effects → settings related to light emission in a specific light emission mode → settings related to the volume of various effects and various notifications. When the selected item is changed, the sub-CPU 51 updates the setting type information so that the changed selected item can be identified. During the fifth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it controls the effect device group ES to execute a setting status presentation that makes it possible to recognize the setting status of the selected item, instead of the menu presentation. During the fifth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it ends the fifth operation acceptance period.
[0112] Next, the sub-CPU 51 starts a sixth operation acceptance period during which it accepts operation of the effect button BT. During the sixth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, it changes the setting of the item selected in the menu effect. In other words, when a setting status effect is being executed in which the setting status of the setting related to the light emission in a specific light emission mode can be recognized, each time the effect button BT is operated, the setting related to the light emission in a specific light emission mode is changed from the standard setting to the specific setting to the standard setting. As an example, the sub-CPU 51 accepts operation of any operation means, and when that operation means is operated, it ends the sixth operation acceptance period. As an example, when ending the sixth operation acceptance period, the sub-CPU 51 controls the effect device group ES to end the setting change effect. Note that if multiple operation acceptance periods that accept operations using the same operation means are started at the same time, it may accept only the operation during the operation acceptance period with a predetermined high priority, or it may accept operations during all operation acceptance periods. In other words, a single operation may accept operations during multiple operation acceptance periods.
[0113] Furthermore, the sub-CPU 51 controls the performance device group ES to execute a standby effect when the standby state is entered. As an example, the sub-CPU 51 controls the performance device group ES to execute an attention-calling effect when a predetermined time (e.g., 15 seconds) has elapsed since the standby state was entered. As an example, when the performance time for the attention-calling effect has elapsed, the sub-CPU 51 ends the attention-calling effect and controls the performance device group ES to execute a demo effect. Thereafter, the sub-CPU 51 controls the performance device group ES to alternately execute the attention-calling effect and the demo effect until the standby state ends or a setting change effect is executed.
[0114] The process executed by the secondary CPU 51 to limit the light emission in the specific light emission mode will be described. As an example, when light emission in a specific light-emitting mode is being restricted, that is, when the setting for light emission in a specific light-emitting mode is a specific setting, the sub-CPU 51 controls the first decorative lamp LA1 and the second decorative lamp LA2 based on the light-emitting effect data for restricting light emission in a specific light-emitting mode. In other words, the restriction on light emission in a specific light-emitting mode is realized by providing light-emitting effect data for not restricting light emission in a specific light-emitting mode and light-emitting effect data for restricting light emission in a specific light-emitting mode, and by switching the light-emitting effect data to be referenced based on the setting for light emission in a specific light-emitting mode. As an example, when power supply is started, the sub-CPU 51 restricts light emission in a specific light-emitting mode until a new variable game is started, regardless of whether the setting for light emission in a specific light-emitting mode is a specific setting.
[0115] As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data with light emission that does not include a specific color. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data with light emission that does not include a specific blinking. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data with light emission that does not include a specific color and has a light intensity equal to or greater than a reference value. As an example, the light-emitting performance data for limiting light emission in a specific light-emitting mode is light-emitting performance data with light emission that does not include a specific blinking and has a light intensity equal to or greater than a reference value. Note that the restriction of light emission in a specific light-emitting mode may be realized by the sub-CPU51 controlling the first decorative lamp LA1 and the second decorative lamp LA2 by regarding the information in the light-emitting performance data indicating light emission at the fourth light-emitting intensity and light emission at the fifth light-emitting intensity as information indicating light emission at a specific light-emitting intensity that is equal to or less than the third light-emitting intensity.
[0116] In this embodiment, the sub-CPU 51 limits the emission of light in the specific light-emitting mode of the first decorative lamp LA1, among the emission of light in the specific light-emitting mode of the first decorative lamp LA1 and the emission of light in the specific light-emitting mode of the second decorative lamp LA2. In other words, the sub-CPU 51 does not limit the emission of light in the specific light-emitting mode of the second decorative lamp LA2. Also, in this embodiment, the sub-CPU 51 limits the emission of light in the specific light-emitting mode during the execution of a variation game, among the emission of light in the specific light-emitting mode during the execution of a variation game and the emission of light in the specific light-emitting mode during the non-execution of a variation game. In other words, the sub-CPU 51 does not limit the emission of light in the specific light-emitting mode during the non-execution of a variation game. As a result, the emission of a specific color in the demo effect as a special effect is not limited even when a specific setting is set for the setting related to the emission of light in the specific light-emitting mode. Also, the emission of a specific flashing light in the demo effect as a special effect is not limited even when a specific setting is set for the setting related to the emission of light in the specific light-emitting mode.
[0117] An example of a specific execution mode of the specific effect and the pre-effect will be explained. FIG. 9(a) shows the situation when the NR effect progresses to the SR effect. At this time, the advancement effect is executed on the effect display device EH as a trigger for the advancement from the NR effect to the SR effect. This allows the player to recognize in advance that a specific effect including the emission of a specific light-emitting pattern will be executed. Also, at this time, the third operation acceptance period begins with the start of the advancement effect.
[0118] As shown in Figure 9(b), when the effect button BT is operated during the third operation acceptance period, and the setting for the specific light emission mode is changed from the standard setting to the specific setting, the effect display device EH executes a light emission restriction effect, which allows the player to recognize that the light emission mode will be restricted in the specific effect that will be executed thereafter.
[0119] As shown in Figure 9(c), it is assumed that an SR performance has started. In other words, it is assumed that an introduction performance has started. At this time, since the setting for light emission by the specific light emission mode is a specific setting, the performance display device EH continues to execute the light emission restricted performance. On the other hand, as described above, the introduction performance is a performance that does not include a specific light emission performance that emits light by a specific light emission mode, but includes a non-specific light emission performance that emits light by a non-specific light emission mode. Therefore, the light emission performance (non-specific light emission performance) in the introduction performance is not restricted.
[0120] As shown in Figure 9(d), it is assumed that the introduction performance has ended and a branch performance as a specific performance has started. At this time, it is assumed that the first branch performance has started as the branch performance. As described above, the branch performance as a specific performance is a performance that includes a specific light-emitting performance that emits light in a specific light-emitting mode. And, since light emission in the specific light-emitting mode is being restricted, light emission in the specific light-emitting mode by the first decorative lamp LA1 is restricted. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not restricted.
[0121] As shown in FIG. 9(e), assume that the branching effect has ended and the result effect as a specific effect has begun. As described above, the result effect as a specific effect is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Since light emission in the specific light-emitting mode is limited, light emission in the specific light-emitting mode by the first decorative lamp LA1 is limited. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not limited. As a result, even when light emission in the specific light-emitting mode is limited, the difference in light emission intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized from the light-emitting mode of the second decorative lamp LA2.
[0122] 10(a) and 10(b) show a situation in which an SR effect starts without an NR effect. At this time, the start of the SR effect triggers the execution of a pre-effect on the effect display device EH. This allows the player to recognize in advance that a specific effect including a specific light-emitting pattern will be executed. Also, at this time, the start of the pre-effect triggers the start of a third operation acceptance period.
[0123] As shown in Figure 10(c), when the effect button BT is operated during the third operation acceptance period, and the setting for light emission in a specific light-emitting mode is changed from the standard setting to the specific setting, the effect display device EH executes a light emission restriction effect. This allows the player to recognize that light emission in a specific light-emitting mode will be restricted in the specific effect executed thereafter. Note that, as mentioned above, the introduction effect does not include a specific light-emitting effect that emits light in a specific light-emitting mode, and therefore the light-emitting effect (non-specific light-emitting effect) in the introduction effect is not restricted.
[0124] As shown in FIG. 10(d), it is assumed that the introduction effect has ended and a branch effect as a specific effect has started. At this time, it is assumed that a second branch effect has started as a branch effect. As described above, the branch effect as a specific effect is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Since light emission in the specific light-emitting mode is being restricted, light emission in the specific light-emitting mode by the first decorative lamp LA1 is restricted. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not restricted.
[0125] As shown in FIG. 10(e), assume that the branching effect has ended and the result effect as a specific effect has begun. As described above, the result effect as a specific effect is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Since light emission in the specific light-emitting mode is limited, light emission in the specific light-emitting mode by the first decorative lamp LA1 is limited. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not limited. As a result, even when light emission in the specific light-emitting mode is limited, the difference in light emission intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized from the light-emitting mode of the second decorative lamp LA2.
[0126] In this way, after the start of the pre-effect, the illumination intensity of a specific color in a specific effect can be set to a specific setting, such that it is lower than the standard setting, or such that it does not illuminate a specific color in the specific effect, based on the operation of the effect button BT. Furthermore, after the start of the pre-effect, the illumination intensity of a specific flashing light in a specific effect can be set to a specific setting, such that it is lower than the standard setting, or such that it does not illuminate a specific flashing light in the specific effect, based on the operation of the effect button BT. Furthermore, even if the length of the period from the start of the pre-effect to the start of the specific effect varies depending on the progress of the game, the illumination setting for the specific illumination mode can be set to a specific setting after the start of the pre-effect, based on the operation of the effect button BT. In contrast, in this embodiment, the illumination mode of a branching effect as a specific effect can differ depending on the progress of the game. This makes it easier to set the illumination setting for the specific illumination mode to a specific setting, while allowing the player to enjoy specific effects according to the progress of the game.
[0127] FIG. 11(a) shows a situation in which light emission according to a specific light emission mode is being restricted and an introduction performance is being performed. As shown in Figures 11(b) and 11(c), suppose that power supply is cut off while an introduction performance is being performed, and then power supply is restarted. As described above, in this embodiment, when power supply is restarted, it is possible to restore the performance state based on the secondary backup information. In other words, in this embodiment, it is possible to restore the performance state when power supply was stopped. On the other hand, since the setting information is not secondary backup information, it is initialized when power supply is started. In other words, the setting related to light emission in the specific light emission mode becomes the standard setting. Therefore, when power supply is started, the introduction performance is executed, but the light emission restriction performance is not executed.
[0128] As shown in FIG. 11(d), assume that the introductory effect has ended and a branching effect as a specific effect has begun. As described above, when power supply is started, light emission in a specific light-emitting mode is restricted until a new variable game is started. Therefore, in the branching effect as a specific effect, light emission in a specific light-emitting mode by the first decorative lamp LA1 is restricted. On the other hand, light emission in a specific light-emitting mode by the second decorative lamp LA2 is not restricted.
[0129] As shown in FIG. 11(e), assume that the branching effect has ended and the result effect as a specific effect has begun. At this time, since a new variable game has not started after the power supply started, light emission in the specific light-emitting mode is limited. Therefore, in the result effect as a specific effect, light emission in the specific light-emitting mode of the first decorative lamp LA1 is limited. On the other hand, light emission in the specific light-emitting mode of the second decorative lamp LA2 is not limited.
[0130] In this way, when a specific effect is being executed and a specific setting has been set for the setting related to light emission in a specific light-emitting mode, if the power supply is cut off and then power supply is started again, the standard setting is set for the setting related to light emission in a specific light-emitting mode. Meanwhile, light emission of a specific color in a specific effect after recovery is restricted. Also, when a specific effect is being executed and a specific setting has been set for the setting related to light emission in a specific light-emitting mode, if the power supply is cut off and then power supply is started again, the standard setting is set for the setting related to light emission in a specific light-emitting mode. Meanwhile, light emission of a specific flashing color in a specific effect after recovery is restricted.
[0131] The effects of this embodiment will be described. (1-1) Depending on the frame rate used when shooting or viewing a video, the lighting effects may have a different lighting pattern from their intended lighting pattern. This may cause unintended adverse effects on viewers watching the video shot by the player. Based on this premise, in this embodiment, as a lighting pattern that may cause unintended adverse effects, the lighting intensity of a specific color in a specific effect may be set lower than the standard setting, or a specific setting that does not emit a specific color in a specific effect may be set based on the operation of the effect button BT after the start of a pre-effect that suggests or notifies the player of the emission of a specific color. This prevents unintended adverse effects on viewers when a specific effect is executed, thereby reducing the effort required for players to edit the video they have shot. This may also prevent a decline in players' motivation to shoot videos.
[0132] (1-2) In addition, in this embodiment, as a lighting mode that may have an unintended adverse effect, after the start of a pre-effect that suggests or notifies the player of a specific flashing light, the lighting intensity of the specific flashing light in the specific effect can be set to a specific setting that is lower than the standard setting, or that does not emit the specific flashing light in the specific effect, based on the operation of the effect button BT. This can prevent unintended adverse effects from being caused to viewers when the specific effect is executed, thereby reducing the effort required for players to edit the captured video. This can prevent a decrease in players' motivation to shoot video.
[0133] (1-3) In addition, in this embodiment, apart from the settings related to the light emission by the specific light emission mode, the light intensity of various effects and various notifications can be adjusted regardless of whether they are of a specific color. Therefore, the player can adjust the light intensity of various effects to his / her preference, while setting the specific effects according to the shooting conditions of the video.
[0134] (1-4) In addition, in this embodiment, apart from the settings related to the light emission in the specific light emission mode, the light intensity can be adjusted by the settings related to the light intensity of various effects and various notifications, regardless of whether the specific flashing is used or not. Therefore, the player can adjust the light intensity of various effects to his / her preference, while setting the specific effects according to the shooting conditions of the video.
[0135] (1-5) Furthermore, in this embodiment, even when a pre-effect is not being executed, if the game is in a standby state in which a variable game is not being executed, the setting related to the light emission by the specific light emission mode can be set to the specific setting. This makes it possible to set the setting related to the light emission by the specific light emission mode to the specific setting before starting a game, thereby preventing the specific effect from being executed based on the standard setting because the setting related to the light emission by the specific light emission mode is not set to the specific setting.
[0136] (1-6) Demo effects, which are special effects that can be executed in a standby state, are effects that can be enjoyed even by non-players. For this reason, videos that are made public often do not include footage of such effects being executed. Furthermore, when a game is in a standby state, it is conceivable that the player who is filming the video has stopped playing. Therefore, although demo effects as special effects include the emission of a specific color (emission of a specific light-emitting mode), by making them exempt from the restrictions imposed by the specific settings for the emission of a specific light-emitting mode, it is possible to prevent a decline in the motivation of players who want to film videos while also preventing a reduction in the customer-attracting effect of demo effects as special effects.
[0137] (1-7) Furthermore, with regard to the demo effects as special effects, although they are effects that include specific flashing light emission (light emission by a specific light emission mode), by making them exempt from the restrictions due to the specific settings being set as settings for light emission by a specific light emission mode, it is possible to suppress a decrease in the motivation of players who want to take videos while also suppressing a reduction in the customer-drawing effect of the demo effects as special effects.
[0138] (1-8) Furthermore, in this embodiment, the expectation of a bonus is higher when a specific effect is executed than when a specific effect is not executed. In other words, the specific effect is an effect that players who intend to shoot videos also want to record in their videos. Therefore, even if such an effect is filmed, there is no need to edit the video, which effectively prevents a decrease in the player's motivation to film videos.
[0139] (1-9) In a situation where the power supply is interrupted during gameplay, it is conceivable that an unexpected problem may occur in the gaming machine. In such a situation, information unrelated to gameplay progress, such as settings related to the light intensity of specific colors, can be initialized to easily resolve the problem. However, if the specific effects that are performed when the power supply is resumed are executed based on the standard settings after initialization, the specific effects will be executed without the player having an opportunity to reset the specific settings. This may require the player to go through the trouble of editing the captured video, which may discourage players from taking videos. In response to this risk, this embodiment limits the emission of specific colors for the specific effects that are performed when the power supply is resumed, thereby reducing the effort required for players to edit the captured video. This reduces the discouragement of players from taking videos.
[0140] (1-10) In addition, in this embodiment, by limiting the specific flashing light for the specific effect when the power supply is resumed, the time and effort required for the player to edit the video can be reduced. This can prevent a decrease in the player's motivation to take videos.
[0141] (1-11) In this embodiment, the period from the start of the pre-effect to the start of the specific effect may vary depending on the progress of the game. However, regardless of the length of the period, after the start of the pre-effect, the setting related to the light emission in the specific light-emitting mode can be set to the specific setting based on the operation of the effect button BT. This makes it easy to set the setting related to the light emission in the specific light-emitting mode to the specific setting before the specific effect starts, thereby reducing the effort required for the player to edit the captured video.
[0142] (1-12) In this embodiment, the presentation style of the branching effect as a special effect may vary depending on the progress of the game, which makes it easier to draw the player's attention to the progress of the game when the special effect starts.
[0143] (1-13) In this embodiment, the specific color of light is red, green, or blue, and the red light intensity is stronger than the green and blue light intensities. Generally, red light is more likely to have a negative effect on the player than green and blue light. Therefore, by reducing the light intensity of these colors, the light intensity can be effectively reduced.
[0144] (1-14) In this embodiment, by issuing a warning before the start of the pre-effect, players are more likely to recognize in advance that the execution of the specific effect will have an unintended adverse effect on viewers, which makes it easier to encourage them to set the settings related to the light emission by the specific light emission mode to the specific setting.
[0145] (1-15) Generally, it is considered that some light-emitting means have a small effect on viewers. Based on this premise, by determining whether or not to limit the emission of a specific color depending on the type of light-emitting means, it is possible to appropriately limit the emission of a specific color.
[0146] (1-16) Furthermore, by varying whether or not to limit the specific flashing light emission depending on the type of light-emitting means, it is possible to suitably limit the specific flashing light emission. (Second embodiment) A pachinko gaming machine according to a second embodiment will be described.
[0147] 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. The second embodiment differs from the first embodiment in that the period from the start of the preliminary effect to the start of the specific effect is the same when the SR effect is executed via the NR effect and when the SR effect is executed without the NR effect. When the SR effect is executed via the NR effect, this is an example of when the game progress status is the first status. When the SR effect is executed without the NR effect, this is an example of when the game progress status is the second status.
[0148] The control for executing the pre-effect in the second embodiment will be described. When the sub-CPU 51 determines to execute a pre-effect, it determines the timing to execute the pre-effect. As an example, regardless of whether the input fluctuation start command identifies fluctuation pattern HP3, fluctuation pattern HP4, fluctuation pattern HP6, or fluctuation pattern HP7, the sub-CPU 51 determines the second timing as the execution timing of the pre-effect. In other words, when the sub-CPU 51 determines to execute a pre-effect, it determines one predetermined execution timing as the execution timing of the pre-effect. When the sub-CPU 51 determines to execute a pre-effect, it controls the group of effect devices ES so that the pre-effect is executed when the start timing of the SR effect arrives.
[0149] An example of a specific execution mode of the specific effect and the pre-effect in the second embodiment will be described. 12(a) shows the situation when the NR effect progresses to the SR effect. As described above, in the second embodiment, even when the NR effect progresses to the SR effect, the pre-effect is executed when the timing to start the SR effect arrives. Therefore, in the second embodiment, the pre-effect is not executed at the timing when the NR effect progresses to the SR effect.
[0150] As shown in FIG. 12(b), assume that an SR effect has started. In other words, assume that an introductory effect has started. At this time, the start of the SR effect triggers the execution of a pre-effect on the effect display device EH. This allows the player to recognize in advance that a specific effect including light emission in a specific light-emitting mode will be executed. Also, at this time, the third operation acceptance period begins with the start of the pre-effect.
[0151] As shown in Figure 12(c), when the effect button BT is operated during the third operation acceptance period, changing the setting for light emission in a specific light-emitting mode from the standard setting to the specific setting, the effect display device EH executes a light emission restriction effect. This allows the player to recognize that light emission in a specific light-emitting mode will be restricted in the specific effect executed thereafter. As described above, the introduction effect does not include specific light-emitting effects that emit light in a specific light-emitting mode, but includes non-specific light-emitting effects that emit light in a non-specific light-emitting mode. Therefore, the light-emitting effects (non-specific light-emitting effects) in the introduction effect are not restricted.
[0152] As shown in FIG. 12(d), it is assumed that the introduction effect has ended and a branch effect as a specific effect has started. At this time, it is assumed that a second branch effect has started as a branch effect. As described above, the branch effect as a specific effect is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Since light emission in the specific light-emitting mode is being restricted, light emission in the specific light-emitting mode by the first decorative lamp LA1 is restricted. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not restricted.
[0153] As shown in FIG. 12(e), assume that the branching effect has ended and the result effect as a specific effect has begun. As described above, the result effect as a specific effect is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Since light emission in the specific light-emitting mode is limited, light emission in the specific light-emitting mode by the first decorative lamp LA1 is limited. On the other hand, light emission in the specific light-emitting mode by the second decorative lamp LA2 is not limited. As a result, even when light emission in the specific light-emitting mode is limited, the difference in light emission intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized from the light-emitting mode of the second decorative lamp LA2.
[0154] In this way, in this embodiment, the period from the start of the pre-effect to the start of the specific effect is the same when the game progress status is in the first status and when the game progress status is in the second status.
[0155] The effects of this embodiment will be described. (2-1) According to this embodiment, the period from the start of the pre-effect to the start of the specific effect is the same when the game progress status is the first status and when the game progress status is the second status. This makes it easy to set the settings related to the light emission in the specific light emission mode to the fixed setting after the start of the pre-effect and before the specific effect starts, when the pre-effect is executed when the game progress status is the first status and when the pre-effect is executed when the game progress status is the second status.
[0156] (Third embodiment) A pachinko gaming machine according to a third embodiment will be described. The third embodiment differs from the first embodiment in that a special reach effect (hereinafter referred to as SP effect) can be executed as the reach effect. As an example, the SP effect is an effect that has a higher expectation of a jackpot than the SR effect. As an example, the SP effect can be executed via the SR effect. As an example, the SP effect can be executed without passing through the SR effect. As an example, when the SP effect is executed without passing through the SR effect, it may be executed via the NR effect, or may be executed without passing through the NR effect.
[0157] As an example, the SP performance may include a pre-performance (hereinafter referred to as the second pre-performance) different from the pre-performance described in the first embodiment (hereinafter referred to as the first pre-performance), and a specific performance (hereinafter referred to as the second specific performance) different from the specific performance (hereinafter referred to as the first specific performance) described in the first embodiment.
[0158] As shown in Figure 13(a), in the SP performance, the second pre-performance is executed first. As an example, the second pre-performance is a performance that suggests or notifies that a specific song will be played. As an example, the second pre-performance may include a display performance that displays a pre-performance image Gj. As an example, the pre-performance image Gj is an image that makes it possible to recognize the expected level of a bonus. As an example, the pre-performance image Gj is an image that notifies that a specific song will be played. As an example, the pre-performance image Gj may include an image that resembles the string of characters "Performance starting soon."
[0159] As shown in FIG. 13(b), in the SP performance, when the second preliminary performance ends, an introductory performance is executed as a second specific performance. As an example, the introductory performance of the SP performance may include a display performance in which a character image Gc resembling a predetermined character is displayed. As an example, the introductory performance of the SP performance may include a sound performance in which a specific song is output. Specifically, the sound performance in which a specific song is output is a song accompanied by singing by the predetermined character.
[0160] As shown in FIG. 13(c), in the SP effect, when the introductory effect ends, a branching effect is executed. As an example, the execution period of the branching effect of the SP effect may include a seventh operation acceptance period during which operation of the effect lever LV is accepted. As an example, the branching effect of the SP effect may include a display effect that displays a promotion image Gs3 that encourages operation of the effect lever LV. As an example, the promotion image Gs3 may be displayed during the seventh operation acceptance period. As an example, the promotion image Gs3 may include an image that resembles the text "Press the effect lever." As an example, the promotion image Gs3 may include an image that resembles the effect lever LV. As an example, the promotion image Gs3 is an image that allows the player to recognize the bonus expectation rate. As an example, the promotion image Gs3 is an image that is different from the promotion image Gs2. As an example, the promotion image Gs3 is an image that allows the player to recognize a bonus expectation rate that is different from the bonus expectation rate that can be recognized by the promotion image Gs1 and the bonus expectation rate that can be recognized by the promotion image Gs2. As an example, promotion image Gs3 is an image that allows the player to recognize a higher degree of bonus expectation compared to the degree of bonus expectation that can be recognized by promotion image Gs2. Note that promotion image Gs3 may be the same image as promotion image Gs2. As an example, the branching effect of the SP effect may include a sound effect that outputs a specific piece of music. Specifically, in the branching effect of the SP effect, the sound effect that outputs a specific piece of music is executed continuously from the introductory effect of the SP effect. In other words, the branching effect of the SP effect may be a second specific effect.
[0161] As shown in FIG. 13(d), in the SP effect, when the branching effect ends, a result effect is executed. As an example, the result effect of the SP effect may include a display effect that displays a predetermined result image. As an example, the result image is an image that allows the player to recognize whether a jackpot game, which is an example of a bonus, will be awarded. As an example, the result image is an image that allows the player to recognize the combination of effect symbols that will subsequently be stopped and displayed. As an example, the result image may be the exact combination of effect symbols that will subsequently be stopped and displayed. As an example, the result effect of the SP effect may include a sound effect that outputs a specific song. Specifically, in the result effect of the SP effect, the sound effect that outputs a specific song is executed continuously from the introductory effect of the SP effect or the branching effect of the SP effect. In other words, the result effect of the SP effect may be a second specific effect. As an example, the result effect of the SP effect may include a sound effect that outputs a specific song when a jackpot result is displayed, between when a jackpot result is displayed and when a loss result is displayed.
[0162] Next, the restriction on the output of a specific song will be described. The pachinko gaming machine 10 of this embodiment is configured to be able to limit the output of a specific song. As an example, limiting the output of a specific song means making the audibility of the specific song equal to or less than a reference value. Note that making the audibility of the specific song equal to or less than a reference value may include making the audibility of the specific song equal to zero. In other words, limiting the output of a specific song may include prohibiting the output of the specific song.
[0163] As an example, the pachinko gaming machine 10 can limit the output of a specific piece of music during execution of a variable game. As an example, the pachinko gaming machine 10 can change the setting for the audibility of a specific piece of music from the standard setting to a special setting by operating the effect button BT during the eighth operation acceptance period. As an example, the special setting is a setting in which the audibility of a specific piece of music is lower than the standard setting. As an example, the pachinko gaming machine 10 can limit the output of a specific piece of music by operating the effect button BT during the eighth operation acceptance period to set the setting to the special setting. As an example, the eighth operation acceptance period is part or all of the period from the start of the second pre-effect to the end of the second specific effect. Note that the eighth operation acceptance period may include a period different from the period from the start of the second pre-effect to the end of the second specific effect. As an example, the eighth operation acceptance period may be the period from the start of the second pre-effect to the end of the first variable game or the start of the next variable game.
[0164] As shown in FIG. 14, when the setting for the audibility of a specific song is a special setting, a song restriction effect is executed, which allows the user to recognize that the output of the specific song is restricted. In other words, when the effect button BT is operated during the eighth operation acceptance period, the song restriction effect is executed. As an example, the song restriction effect may include a display effect that displays a song restriction image Sgg, which allows the user to recognize that the output of the specific song is restricted. As an example, the song restriction image Sgg is an image that resembles the string of characters "Song Restricted."
[0165] Also, as an example, in the pachinko gaming machine 10, it is possible to restrict the output of a specific piece of music when a pre-performance is not being executed or when the game is in a standby state where a variable game is not being executed. As an example, in the setting change performance of the third embodiment, in addition to the settings that can be changed in the setting change performance of the first embodiment, it is possible to change settings related to the audibility of a specific piece of music.
[0166] As shown in FIG. 15(a), in the menu presentation of the third embodiment, the item images Gm may include an item image Gm corresponding to a setting related to the audibility of a specific piece of music. As shown in Figure 15(b), while the setting status presentation that allows the setting status of the audibility of a specific song to be recognized is being executed, the setting status of the audibility of a specific song can be changed from the standard setting to the special setting by operating the presentation button BT during the sixth operation acceptance period.
[0167] The control for executing the SP performance will be explained. In the failure variation processing of the third embodiment, the main CPU 41 can determine a variation pattern that specifies variation content that will ultimately stop and display a losing symbol combination after SP presentation, in addition to the variation patterns that can be determined in the failure variation processing of the first embodiment. In the jackpot variation processing of the third embodiment, the main CPU 41 can determine a variation pattern that specifies variation content that will ultimately stop and display a winning symbol combination after SP presentation, in addition to the variation patterns that can be determined in the jackpot variation processing of the first embodiment.
[0168] When the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute a SP effect based on the fluctuation content of the fluctuation game that can be specified from the fluctuation start command. As an example, the sub-CPU 51 may decide to execute a SP effect if it specifies a fluctuation pattern of the fluctuation content, including a SP effect, from the input fluctuation start command. Furthermore, when executing a SP effect, the sub-CPU 51 determines the presentation mode of the SP effect. As an example, the sub-CPU 51 determines the presentation mode of the SP effect based on whether a losing special symbol or a jackpot special symbol has been specified from the input fluctuation start command.
[0169] When it is decided to execute a SP effect, the sub-CPU 51 controls the effect device group ES to execute the SP effect when the start timing of the SP effect arrives. More specifically, when it is decided to execute a SP effect, the sub-CPU 51 controls the effect device group ES to execute the second pre-effect when the start timing of the SP effect arrives. As an example, when a variation game based on a variation pattern of variation content including a SP effect is executed, the sub-CPU 51 determines that the start timing of the SP effect has arrived when a second predetermined time has elapsed since the start of the variation game. In other words, the sub-CPU 51 controls the effect device group ES to execute the SP effect without going through the NR effect and the SR effect. As an example, when the sub-CPU 51 executes the second pre-effect, it starts an eighth operation acceptance period in which operation of the effect button BT is accepted.
[0170] The sub-CPU 51 controls the performance device group ES to execute the introduction performance of the SP performance when the start timing of the introduction performance of the SP performance arrives. The sub-CPU 51 determines that the start timing of the introduction performance of the SP performance arrives when the performance time of the second pre-performance has elapsed. In other words, when the performance time of the second pre-performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the introduction performance of the SP performance instead of the second pre-performance.
[0171] The sub-CPU 51 controls the performance device group ES so as to execute the branching performance of the SP performance when the start timing of the branching performance of the SP performance arrives. As an example, the sub-CPU 51 determines that the start timing of the branching performance of the SP performance arrives when the performance time of the introductory performance of the SP performance has elapsed. In other words, when the performance time of the introductory performance of the SP performance has elapsed, the sub-CPU 51 controls the performance device group ES so as to execute the branching performance of the SP performance instead of the introductory performance of the SP performance. As an example, when the sub-CPU 51 executes the branching performance of the SP performance, it starts a seventh operation acceptance period in which it accepts operation of the performance lever LV.
[0172] The sub-CPU 51 controls the performance device group ES so that the result performance of the SP performance is executed when the start timing of the result performance of the SP performance arrives. Specifically, if the winning lottery is won, the sub-CPU 51 controls the performance device group ES so that the start timing of the result performance of the SP performance arrives as a trigger. If the winning lottery is not won, the sub-CPU 51 controls the performance device group ES so that the start timing of the result performance of the SP performance arrives as a trigger. As an example, the sub-CPU 51 determines that the start timing of the result performance of the SP performance has arrived when the performance time for the branching performance of the SP performance has elapsed or when the performance lever LV is operated during the seventh operation acceptance period. As an example, the sub-CPU 51 ends the seventh operation acceptance period when the start timing of the result performance of the SP performance arrives as a trigger.
[0173] Next, the control in the standby state of the third embodiment will be described. During the fifth operation acceptance period, when the secondary CPU 51 determines that the cross button JB has been operated based on the operation signal of the cross button JB, it can change the selected item according to the operation mode of the cross button JB. As an example, each time the up button JBu is operated, the secondary CPU 51 changes the selected setting in the following order: ...settings related to the volume of various effects and various notifications →settings related to the audibility of specific music →settings related to light emission in a specific light emission mode →settings related to customization of various effects →settings related to the light intensity of various effects and various notifications →settings related to the volume of various effects and various notifications. As an example, each time the down button JBd is operated, the secondary CPU 51 changes the selected item in the following order: ...settings related to the volume of various effects and various notifications →settings related to the light intensity of various effects and various notifications →settings related to customization of various effects →settings related to light emission in a specific light emission mode →settings related to the audibility of specific music →settings related to the volume of various effects and various notifications.
[0174] During the execution of the setting status presentation in which the setting status of the setting regarding the audibility of a specific song can be recognized, in the sixth operation acceptance period, when the sub-CPU 51 determines that the effect button BT has been operated based on the operation signal of the effect button BT, the setting regarding the audibility of the specific song is changed in the following order each time the effect button BT is operated: standard setting → special setting → standard setting.
[0175] The process executed by the secondary CPU 51 to restrict the output of a specific piece of music will now be described. As an example, when the output of a specific song is restricted, that is, when the setting regarding the audibility of the specific song is a special setting, the sub-CPU 51 controls the speaker SP so that the audibility of the specific song is below a reference value when outputting the specific song.
[0176] Below, an example of a specific execution mode of the second pre-performance and the second specific performance will be explained. 16(a) and 16(b) show the situation when the SP effect is executed. As described above, in the SP effect, the second pre-effect is started first. This allows the player to recognize in advance that the second specific effect, in which a specific song is played, will be executed. At this time, the eighth operation acceptance period begins with the start of the second pre-effect.
[0177] 16(c), when the effect button BT is operated during the eighth operation acceptance period, and the audibility setting for the specific music piece is changed from the standard setting to the special setting, the effect display device EH executes a music restriction effect, which allows the player to recognize that the output of the specific music piece will be restricted in the second specific effect that is executed thereafter.
[0178] As shown in Figure 16(d), assume that the second pre-performance has ended and the introductory performance as a specific performance has begun. As described above, the introductory performance as a specific performance is a performance that includes a sound performance in which a specific piece of music is output. Since the setting regarding the audibility of the specific piece of music is a special setting, the output of the specific piece of music is restricted.
[0179] As shown in FIG. 16(e), assume that the introductory effect has ended and the branching effect has begun. As described above, the branching effect may include a sound effect in which a specific piece of music is output. In this case, the audibility setting for the specific piece of music is set to a special setting, so the output of the specific piece of music is restricted.
[0180] As shown in FIG. 16(f), assume that the branching effect has ended and the result effect has begun. As described above, the result effect may include a sound effect in which a specific piece of music is output. In this case, the setting regarding the audibility of the specific piece of music is a special setting, so the output of the specific piece of music is restricted.
[0181] In this way, in this embodiment, after the start of the second pre-performance, based on the performance button BT being operated, the setting regarding the audibility of a specific song can be set to a setting in which the audibility of the specific song in the second specific performance is lower than the standard setting, or a setting in which the specific song is not output in the second specific performance.
[0182] The effects of this embodiment will be described. (3-1) Generally, secondary use of sound effects that output music may be restricted. In such cases, when a video of a sound effect that outputs music is being performed is captured, the player must temporarily adjust the volume of the video, for example, to zero. According to this embodiment, after the start of a second pre-effect that suggests or notifies the player that a specific piece of music will be output, the audibility of the specific piece of music in the second specific effect can be set to be lower than the standard setting, or the specific piece of music cannot be output in the second specific effect, based on the operation of the effect button BT. This reduces the effort required for the player to adjust the captured video when the second specific effect is executed. This reduces the player's desire to film videos.
[0183] (Fourth embodiment) A pachinko gaming machine according to a fourth embodiment will be described. In the fourth embodiment, the limitation of light emission by a specific light emission mode differs from the first, second, and third embodiments. The first decorative lamp LA1 in the fourth embodiment can be shifted from a first state to a second state, and the shift of the first decorative lamp LA1 can change the amount of light received at the installation position of a device for shooting video (e.g., a camera). This will be described in detail below.
[0184] As shown in FIG. 17, the first decorative lamp LA1 is composed of a light emitter H and a covering member J that covers the light emitter H. As an example, the covering member J is a member whose inner surface (the surface toward the center of the pachinko gaming machine 10) is colorless and transparent and whose outer surface is opaque. In other words, the light emitter H is covered on its outer surface by an opaque member. As an example, the covering member J is a member whose outer surface is milky white.
[0185] As shown in FIG. 18 , the light emitter H includes a movable body K and an LED substrate lk. As an example, the movable body K is a cylindrical member extending vertically in the up-down direction. As an example, the light emitter H includes a movable actuator AK for moving the movable body K. As an example, the movable actuator AK is a stepping motor. As an example, the movable actuator AK is provided on the upper part of the movable body K. As an example, the movable body K can be rotated laterally by the movable actuator AK. As an example, one or more LEDs are mounted on the LED substrate lk. As an example, the LED substrate lk is fixed to the movable body K using nails, screws, or the like. In other words, the mounting surface of the LED substrate lk rotates as the movable body K rotates. As an example, the light emitter H can be displaced between a first state and a second state as the movable body K operates. As an example, the second state of the light emitter H is a state in which the amount of light received at a predetermined position is increased compared to the first state of the light emitter H. As an example, the predetermined position is a game position. As an example, the gaming position is a position where a player is expected to play a game. As an example, the gaming position is a position 50 centimeters in front of the pachinko gaming machine 10. The movable actuator AK is connected to the sub-board 50. The sub-CPU 51 can control the operation of the movable body K by controlling the operation of the movable actuator AK.
[0186] In the fourth embodiment, the process executed by the secondary CPU 51 to limit light emission in a specific light emission mode will be described. As an example, when light emission in a specific light emission mode is restricted, that is, when the setting related to light emission in a specific light emission mode is a specific setting, and a light emission performance including light emission in a specific light emission mode is to be executed, the sub-CPU 51 controls the movable body K so that the light emitter H is in the second state. When light emission in a specific light emission mode is restricted, that is, when the setting related to light emission in a specific light emission mode is a specific setting, and a light emission performance not including light emission in a specific light emission mode is to be executed, the sub-CPU 51 controls the movable body K so that the light emitter H is in the first state.
[0187] As an example, when the sub-CPU 51 controls the first decorative lamp LA1 to emit light in a specific light-emitting mode, if the setting for light emission in the specific light-emitting mode is changed from the standard setting to the specific setting, the sub-CPU 51 controls the movable body K so that the light emitter H is in the second state. As an example, when the sub-CPU 51 controls the first decorative lamp LA1 to emit light in a specific light-emitting mode, if the setting for light emission in the specific light-emitting mode is changed from the standard setting to the specific setting, the sub-CPU 51 controls the movable body K so that the light emitter H is in the first state.
[0188] A specific example of how a specific effect is executed in the fourth embodiment will be described below. 19(a) shows a situation in which a branching effect is being executed as a specific effect (first specific effect). At this time, the settings for light emission in the specific light-emitting mode are the standard settings. Therefore, in the branching effect as a specific effect (first specific effect), the amount of light received at the installation position of the equipment for shooting the video (for example, a camera) is not limited because the light-emitting body H is in the first state.
[0189] As shown in FIG. 19(b), assume that during the third operation acceptance period, the effect button BT is operated, causing the setting for light emission in a specific light-emitting mode to be changed from the standard setting to the specific setting. In the effect display device EH, a light emission restriction effect is executed due to the setting for light emission in a specific light-emitting mode being changed from the standard setting to the specific setting. In addition, the light emitter H transitions from the first state to the second state due to the setting for light emission in a specific light-emitting mode being changed from the standard setting to the specific setting. This increases the amount of light received at a predetermined position. As a result, the amount of light received at the installation position of the equipment for shooting video (e.g., a camera) decreases.
[0190] As shown in Figure 19(c), assume that the branching effect has ended and the result effect as the specific effect (first specific effect) has begun. As described above, the result effect as the specific effect (first specific effect) is an effect that includes a specific light-emitting effect that emits light in a specific light-emitting mode. Therefore, the light-emitting body H is maintained in the second state.
[0191] In this embodiment, the specific light-emitting effect in which the first decorative lamp LA1 emits light in a specific light-emitting mode is an effect in which the amount of light received at a predetermined position increases as the first decorative lamp LA1 transitions from a first state to a second state based on the operation of the effect button BT. On the other hand, the second decorative lamp LA2 does not transition to another state, so the specific light-emitting effect is an effect in which the amount of light received at a predetermined position due to the emission of the second decorative lamp LA2 does not change.
[0192] The effects of this embodiment will be described. (4-1) In this embodiment, in a specific light-emitting effect that emits light in a specific light-emitting mode, which is a light-emitting mode that may have unintended adverse effects, the first decorative lamp LA1 changes from a first state to a second state based on the operation of the effect button BT, thereby increasing the amount of light received at a predetermined position. Therefore, a player who wishes to shoot a video can set up a camera in a position other than the predetermined position and operate the effect button BT during the specific light-emitting effect, thereby reducing the light emission intensity of the video being shot when the specific light-emitting effect is executed. This reduces the effort required for the player to edit the video they have shot. Therefore, it is possible to prevent a decrease in the player's motivation to shoot videos.
[0193] (4-2) Here, it is considered that some light-emitting means have a small effect on the amount of light received at the location where the camera is expected to be installed, that is, they have a small effect on viewers who watch the captured video. Based on this premise, by making it possible to switch from the first state to the second state depending on the type of light-emitting means, it is possible to preferably reduce the amount of light received at the location where the camera is expected to be installed.
[0194] (4-3) Generally, cameras are installed outside the player's playing position. Therefore, by covering the outer surface of the first decorative lamp LA1 with an opaque material, the amount of light received at the location where the camera is expected to be installed can be reduced, regardless of whether the first decorative lamp LA1 is in the first state or the second state. As a result, the light emission intensity of the video being recorded can be reduced. This reduces the effort required for the player to edit the video.
[0195] 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. In the first and second embodiments, the period from the start of the pre-event effect to the start of the specific effect is illustrated as varying depending on the game progress, and the period from the start of the pre-event effect to the start of the specific effect is illustrated as being the same depending on the game progress, but this is not limited to this. As an example, the period from the start of the pre-event effect to the start of the specific effect may vary depending on the game progress, or may be the same depending on the game progress. In other words, the period from the start of the pre-event effect to the start of the specific effect may be the same when the game progress is in the first state and when the game progress is in the second state, while the period from the start of the pre-event effect to the start of the specific effect may be different when the game progress is in the third state from when the game progress is in the first state and when the game progress is in the second state.
[0196] Both the first embodiment and the fourth embodiment may be adopted, or only one of them may be adopted. In other words, limiting the emission of the specific emission mode may be achieved by either or both of not emitting the emission of the specific emission mode and shifting the first decorative lamp LA1 from the first state to the second state.
[0197] In the third embodiment, the second specific effect may be an effect that can be executed simultaneously with the first specific effect. As an example, at least one of the SR effect and the SP effect may be configured to include both a light-emitting effect using a specific light-emitting mode and a sound effect that outputs a specific piece of music. In this case, the second pre-effect may be the same as the first pre-effect. In other words, the pre-effect that is the first pre-effect and the second pre-effect may suggest or notify the player of the light-emitting mode and the output of a specific piece of music.
[0198] In the fourth embodiment, the gaming position is exemplified as the predetermined position where the amount of received light increases as the first decorative lamp LA1 changes from the first state to the second state, but this is not limiting and any position may be used. Even in this case, the player as the photographer can reduce the amount of received light at the shooting position by placing equipment for shooting at a position other than the predetermined position.
[0199] In the fourth embodiment, the light-emitting position of the first decorative lamp LA1 may be different between the first state and the second state. In this case, the first decorative lamp LA1 may be located closer to the center of the pachinko gaming machine 10 in the second state than in the first state. This increases the amount of light received at a predetermined position when the first decorative lamp LA1 is in the second state compared to when it is in the first state. Note that when the first decorative lamp LA1 shifts from the first state (first position) to the second state (second position), the first decorative lamp LA1 may or may not shift over the shortest distance. The shift of the first decorative lamp LA1 from the first state (first position) to the second state (second position) over the shortest distance means that the first decorative lamp LA1 shifts linearly from the first state (first position) to the second state (second position). The first decorative lamp LA1 does not move from the first state (first position) to the second state (second position) in the shortest distance, but moves in a curved or broken line from the first state (first position) to the second state (second position).
[0200] Although examples of specific light-emitting modes include a light-emitting mode including light emission of a specific color with a light intensity equal to or greater than a reference value and a light-emitting mode including light emission with a specific flashing light intensity equal to or greater than a reference value, this is not limiting. For example, the specific light-emitting mode may include one or more light-emitting modes arbitrarily selected from a light-emitting mode including light emission of a specific color with a light intensity equal to or greater than a reference value, a light-emitting mode including light emission with a specific flashing light intensity equal to or greater than a reference value, and other light-emitting modes. For example, the specific light-emitting mode may include a light-emitting mode including light emission with a light intensity equal to or greater than a limit value. In other words, light emission with a light intensity equal to or greater than a limit value may be considered to be light emission in a specific light-emitting mode regardless of the light color or lighting pattern. For example, a light intensity equal to or greater than the limit value is a fifth light intensity. In this case, the probability of pre-event effects being executed may differ depending on the light color and lighting pattern. For example, a pre-event effect in which red light intensity indicates light emission stronger than green and blue light intensities may be executed more easily than a pre-event effect in which green light intensity indicates light emission stronger than red and blue light intensities. Furthermore, for example, a pre-performance in which the green light intensity suggests a stronger light emission than the red light intensity and the blue light intensity may be more likely to be executed than a pre-performance in which the blue light intensity suggests a stronger light emission than the red light intensity and the green light intensity.
[0201] Furthermore, when the specific light-emitting mode includes a light-emitting mode that emits light with a light intensity equal to or greater than the limit value, the period from the start timing of the pre-effect to the start timing of the specific effect may differ depending on the light-emitting color and lighting pattern. That is, a pre-effect in which the red light intensity suggests a light emission that is stronger than the green light intensity and the blue light intensity may have a different length of time from each start timing to the specific effect than a pre-effect in which the green light intensity suggests a light emission that is stronger than the red light intensity and the blue light intensity. Furthermore, a pre-effect in which the red light intensity suggests a light emission that is stronger than the green light intensity and the blue light intensity may have a different length of time from each start timing to the specific effect than a pre-effect in which the blue light intensity suggests a light emission that is stronger than the red light intensity and the green light intensity. Furthermore, a pre-effect in which the green light intensity suggests a light emission that is stronger than the red light intensity and the blue light intensity may have a different length of time from each start timing to the specific effect than a pre-effect in which the blue light intensity suggests a light emission that is stronger than the red light intensity and the green light intensity. The different lengths may be short or long.
[0202] The presentation style of the branching effect as a specific effect may be always different depending on the progress of the game. In other words, when the progress of the game is in the first state, an SR presentation including a first branching effect may be executed, and when the progress of the game is in the second state, an SR presentation including a second branching effect may be executed.
[0203] The settings related to the volume of the various effects and notifications may be set by an operation means other than the effect button BT. As an example, the settings related to the volume of the various effects and notifications may be changed by providing a dedicated operation means for changing the settings related to the volume of the various effects and notifications, and operating the dedicated operation means during the operation acceptance period of the dedicated operation means.
[0204] Settings regarding the volume of various effects and various notifications may be configurable at any time during the execution of the variable game. The settings for the light intensity of various effects and notifications may be set by an operation means other than the effect button BT. As an example, the settings for the light intensity of various effects and notifications may be changed by providing a dedicated operation means for changing the settings for the light intensity of various effects and notifications, and operating the dedicated operation means during the operation acceptance period of the dedicated operation means. In this configuration, it can be said that the light intensity of both the specific color and the light intensity of a non-specific color different from the specific color can be adjusted based on the operation of an operation means other than the effect button BT as an operation means. It can also be said that the light intensity of both the specific flashing and the light intensity of a non-specific flashing different from the specific flashing can be adjusted based on the operation of an operation means other than the effect button BT as an operation means.
[0205] Settings regarding the light intensity of various effects and various notifications may be configurable at any time during the execution of the variable game. The settings for the light emission in the specific light emission mode may be set by an operation means other than the operation means that accepts operations in the branching effect as a specific effect. As an example, the settings for the light emission in the specific light emission mode may be changed by providing a dedicated operation means for changing the settings for the light emission in the specific light emission mode, and operating the dedicated operation means during the operation acceptance period of the dedicated operation means.
[0206] The setting regarding the audibility of a specific piece of music may be set by an operation means other than the operation means that accepts operations in the branching effect as a specific effect. As an example, the setting regarding the audibility of a specific piece of music may be changed by providing a dedicated operation means for changing the setting regarding the audibility of a specific piece of music and operating the dedicated operation means during the operation acceptance period of the dedicated operation means.
[0207] The execution mode of various effects may be changed as desired. For example, the first specific effect may not include a display effect, but may include a sound effect. For example, the second specific effect may not include a display effect, but may include a light-emitting effect.
[0208] The specific effect may be an effect that is executed across multiple variable games. When a specific performance is performed, there may be cases where the pre-performance is not performed. Even when a specific effect is not being executed, a pre-effect may be executed. In this case, the pre-effect is an effect that suggests that a specific effect will be executed.
[0209] The performance device group ES may be configured to include any performance device in addition to or instead of the performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2. As an example, when configured to be able to execute a specific performance including a light-emitting performance using a specific light-emitting mode, the performance device group ES may be configured to include at least one of the first decorative lamp LA1 and the second decorative lamp LA2. As an example, when configured to be able to execute a specific performance including a sound performance that outputs a specific piece of music, the performance device group ES may be configured to include at least a speaker SP.
[0210] The attention-calling effect may be a special effect including a light-emitting effect using a specific light-emitting pattern. This makes it easier to recognize the content of the attention-calling effect. The warning effect may include a warning effect regarding addiction. As an example, the warning effect regarding addiction may be executed in a standby state. In this case, the warning effect regarding addiction may be executed instead of a warning effect that warns of a specific state, may be executed before a warning effect that warns of a specific state, or may be executed after a warning effect that warns of a specific state.
[0211] The warning about entering a specific state may include a warning about fingers or luggage getting pinched by the moving object, or a warning about getting stuck. In other words, before the pre-event performance begins, a warning about fingers or luggage getting pinched by the moving object may be executed, or a warning about getting stuck may be executed.
[0212] The warning about entering a specific state may be given during one or more periods selected arbitrarily from among the period during which the variable game is being played, the period during which a jackpot game is being played, and the standby state. As an example, if a warning about entering a specific state is given during all periods during which the variable game is being played, the period during which a jackpot game is being played, and the standby state, the warning about entering a specific state may be given by directly printing a design that warns about entering a specific state on a member provided in a position visible to the player, such as the mounting frame 11b or the game board YB, or by attaching a seal material with an adhesive surface and a printed surface on which a design that warns about entering a specific state is printed.
[0213] After the pre-effect begins, the specific effect may be started after a predetermined variation game ends. In other words, the variation game in which the pre-effect begins may be separate from the variation game in which the specific effect begins. In this case, the pre-effect may be executed in a variation game prior to the variation game in which the specific effect is executed. Furthermore, if the variation game in which the pre-effect begins and the variation game in which the specific effect begins are separate, the pre-effect may be executed across multiple variation games. Specifically, during execution of a predetermined variation game, the pre-effect may begin, the predetermined variation game ends, the pre-effect may end in the subsequent variation game, and then the specific effect may begin in the subsequent variation game. For example, if the variation game in which the pre-effect begins and the variation game in which the specific effect begins are separate, the main CPU 41 may, when a hold condition for the special game is established, pre-determine the type of variation pattern of the special game and output a command (a so-called look-ahead command) capable of identifying the result of the pre-determination to the sub-board 50. In this case, if it is possible to identify in advance that a specific effect will be executed using the look-ahead command, the sub-CPU 51 may determine whether to execute the pre-effect and the execution mode.
[0214] The effect display device EH is not limited to being configured to include one display unit capable of displaying various images, but may be configured to include multiple display units. The effect display device EH may be configured in combination with a movable body configured to be able to perform a predetermined operation. Some or all of the one or more display units that make up the effect display device EH may be provided on the game board YB or on the mounting frame 11b.
[0215] The first and second variable games may be executed in the order in which the hold conditions are met. The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V probability variable machine"). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V probability variable machine.
[0216] The special symbol winning lottery may include a big win lottery as well as a small win lottery. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability non-time-saving state).
[0217] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.
[0218] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.
[0219] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, a light-emitting control substrate that specializes in controlling the first decorative lamp LA1 and the second decorative lamp LA2, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and other substrates that control effects may be combined together to form a sub-substrate. In an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. The display control substrate, light-emitting control substrate, and sound control substrate may be combined in any manner to form a single or multiple substrates.
[0220] The above-described embodiment may be applied to a slot machine. In a slot machine, a player can set a bet amount (also known as a wager amount) by operating a BET button or inserting medals. After setting the bet amount, the start lever is operated to spin multiple reels. After the multiple reels have spun, the stop button is operated to stop the corresponding reel. When all reels have stopped spinning, a prize (a medal or a replay) is awarded according to the symbol combination that stopped the spin. In a slot machine, the period from when the start lever is operated with the bet amount set until all reels have stopped spinning is considered to be at least one variable game. Some slot machines also perform a lottery, and a bonus symbol combination may be selected in the lottery. In such slot machines, when a symbol combination corresponding to a bonus symbol combination is found on a payline, a bonus symbol combination is awarded. A bonus symbol combination is an example of a bonus. A bonus symbol combination corresponds to a jackpot in a pachinko game machine 10.
[0221] Also, some slot machines are configured to be controllable to one of a plurality of gaming states in which the probability of winning a specific role, such as a replay role (replay role), in the role lottery is different. A gaming state (so-called RT state) in which the probability of winning a specific role, such as a replay role, is higher than in the normal gaming state is an advantageous gaming state for the player because the number of balls held increases or is less likely to decrease than in the normal gaming state. In other words, the RT state is an example of a bonus.
[0222] Some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is notified. The AT state is a game state advantageous to the player because it is easier to win a predetermined combination compared to the normal game state, and the number of balls held increases, or it is harder to lose balls compared to the normal game state. In other words, the AT state is an example of a bonus.
[0223] In addition, among slot machines that can be controlled to the AT state, there are some that can execute effects that mimic bonus games in the AT state, and some that make it easier to increase the number of balls in the AT state compared to bonus games. In such slot machines, the AT state can be said to correspond to a jackpot game in the pachinko gaming machine 10.
[0224] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Appendix 1) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, and the effects include a specific effect that includes light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, and after the pre-effect begins, based on the operation of the operation means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit light in the specific color in the specific effect.
[0225] (Appendix 2) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined amount of light, wherein the effects include a specific effect that includes light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, and after the pre-effect has started, based on the operation of the operation means, the machine can be set to a specific setting in which the light emission intensity of the specific color in the specific effect is lower than a standard setting, or in which the specific color is not emitted in the specific effect, and the pre-effect is executed at least in a variable state in which a variable game is being executed, and while the pre-effect is not being executed, in a standby state in which the variable game is not being executed, the machine can be set to the specific setting based on the operation of the operation means.
[0226] (Appendix 3) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined amount of light, wherein the effects include a specific effect that includes light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after the pre-effect begins, based on the operation of the operation means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause light emission of the specific color in the specific effect, and wherein the specific effect is an effect that has a higher expectation of a bonus being awarded compared to when the specific effect is not executed.
[0227] (Appendix 4) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined amount of light, wherein the effects include a specific effect that includes light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after the start of the pre-effect, based on the operation of the operation means, the machine can be set to a specific setting in which the light emission intensity of the specific color in the specific effect is lower than a standard setting, or in which the specific color is not emitted in the specific effect, wherein the period from the start of the pre-effect to the start of the specific effect may differ depending on the progress of the game, and wherein, even if the length of the period from the start of the pre-effect to the start of the specific effect differs, the machine can be set to the specific setting based on the operation of the operation means after the start of the pre-effect.
[0228] (Appendix 5) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined amount of light, wherein the effects include a specific effect including light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after the pre-effect begins, based on the operation of the operation means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause the specific color to emit light in the specific effect, wherein the light emission of the specific color is red, green, or blue, and the light emission of the specific color is light emission in which the light emission intensity of red is stronger than the light emission intensity of green and the light emission intensity of blue, and the specific setting is a setting in which the light emission intensity of red is lower than the standard setting.
[0229] (Appendix 6) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, wherein the effects include a specific effect including light emission of a specific color, and a pre-effect that suggests or notifies of light emission of the specific color, wherein, after the pre-effect begins, based on the operation of the operation means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause light emission of the specific color in the specific effect, and wherein a warning can be issued before the pre-effect begins.
[0230] (Appendix 7) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light; and a sound output means capable of outputting a predetermined sound, wherein the effects include a first specific effect including light emission of a specific color; a second specific effect in which a specific song accompanied by at least singing is output; a first pre-effect that suggests or notifies the player of the light emission of the specific color; and a second pre-effect that suggests or notifies the player of the output of the specific song, wherein, after the start of the first pre-effect, based on the operation of the operation means, the gaming machine can be set to a specific setting in which the light emission intensity of the specific color in the first specific effect is lower than a standard setting, or in which the specific color is not emitted in the first specific effect, and, after the start of the second pre-effect, based on the operation of the operation means, the gaming machine can be set to a setting in which the audibility of the specific song in the second specific effect is lower than a standard setting, or in which the specific song is not output in the second specific effect.
[0231] (Appendix 8) A gaming machine as described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), and (Appendix 7), in which the period from the start timing of the pre-effect to the start timing of the specific effect is the same when the game progress status is in the first status and when the game progress status is in the second status.
[0232] (Appendix 9) A gaming machine described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), and (Appendix 8), which is capable of adjusting both the light emission intensity of the specific color and the light emission intensity of a non-specific color different from the specific color based on the operation of an operation means other than the operation means.
[0233] (Appendix 10) The specific effect is an effect that can be executed when a bonus is awarded, and the effect includes a special effect that can be executed in a standby state in which the variable game is not being executed, and that includes the illumination of the specific color, and the illumination of the specific color in the special effect is not limited even when the specific setting is set. A gaming machine described in any of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), and (Appendix 9).
[0234] (Appendix 11) A gaming machine described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), and (Appendix 10), wherein, while the specific effect is being executed and the specific setting is set, the power supply is cut off, and when the power supply is subsequently started again, the standard setting is set while the light emission of the specific color in the specific effect is limited.
[0235] (Appendix 12) A gaming machine described in any one of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), (Appendix 10), and (Appendix 11), in which the presentation style of the specific presentation may differ depending on the progress of the game.
[0236] (Appendix 13) A gaming machine as described in any of (Appendix 1), (Appendix 2), (Appendix 3), (Appendix 4), (Appendix 5), (Appendix 6), (Appendix 7), (Appendix 8), (Appendix 9), (Appendix 10), (Appendix 11), and (Appendix 12), which is provided with a light-emitting means separate from the light-emitting means, and the specific effect is an effect that includes light emission of the specific color by the light-emitting means, and the light emission of the specific color by the separate light-emitting means is not limited even when the specific setting is set.
[0237] (Appendix 14) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, and the effects include a specific effect including the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, and after the start of the pre-effect, based on the operation of the operation means, the emission intensity of the specific flash in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific flash in the specific effect.
[0238] (Appendix 15) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, wherein the effects include a specific effect including the emission of a specific flash, and a pre-effect which suggests or notifies the emission of the specific flash, and wherein, after the start of the pre-effect, based on the operation of the operation means, the light intensity of the specific flash in the specific effect is lower than a standard setting, or a specific setting can be set to which does not emit the specific flash in the specific effect, and the pre-effect is executed at least in a variable state in which a variable game is being executed, and while the pre-effect is not being executed, in a standby state in which the variable game is not being executed, the specific setting can be set based on the operation of the operation means.
[0239] (Appendix 16) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, wherein the effects include a specific effect including the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, wherein, after the start of the pre-effect, based on the operation of the operation means, the light intensity of the specific flash in the specific effect can be set to a lower setting than a standard setting, or a specific setting that does not cause the emission of the specific flash in the specific effect, and wherein the specific effect is an effect that has a higher expectation of a bonus being awarded compared to when the specific effect is not executed.
[0240] (Appendix 17) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emitting means capable of emitting predetermined light, wherein the effects include a specific effect including emitting a specific flashing light, and a pre-effect that suggests or notifies of the emitting of the specific flashing light; wherein, after the start of the pre-effect, based on the operation of the operation means, the gaming machine can be set to a specific setting in which the emitting intensity of the specific flashing in the specific effect is lower than a standard setting, or in which the specific flashing is not emitted in the specific effect; wherein the period from the start of the pre-effect to the start of the specific effect may differ depending on the progress of the game; and wherein, even if the length of the period from the start of the pre-effect to the start of the specific effect differs, the gaming machine can be set to the specific setting based on the operation of the operation means after the start of the pre-effect.
[0241] (Appendix 18) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting predetermined light, wherein the effects include a specific effect including the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, wherein, after the start of the pre-effect, based on the operation of the operation means, the light intensity of the specific flash in the specific effect can be set to a lower setting than a standard setting, or to a specific setting that does not emit the specific flash in the specific effect, and wherein a warning can be issued before the start of the pre-effect.
[0242] (Appendix 19) A gaming machine comprising: an operation means operable by a player; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least an emission means capable of emitting a predetermined light; and a sound output means capable of outputting a predetermined sound, wherein the effects include a first specific effect including the emission of a specific flash; a second specific effect in which a specific song accompanied by at least singing is output; a first pre-effect that suggests or notifies the player of the emission of the specific flash; and a second pre-effect that suggests or notifies the player of the output of the specific song, wherein, after the start of the first pre-effect, based on the operation of the operation means, the light intensity of the specific flash in the first specific effect can be set to a specific setting that is lower than a standard setting, or that does not cause the specific flash to be emitted in the first specific effect, and, after the start of the second pre-effect, based on the operation of the operation means, the audibility of the specific song in the second specific effect can be set to a setting that is lower than a standard setting, or that does not cause the specific song to be output in the second specific effect.
[0243] (Appendix 20) A gaming machine as described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), and (Appendix 19), in which the period from the start timing of the pre-effect to the start timing of the specific effect is the same when the game progress status is in the first status and when the game progress status is in the second status.
[0244] (Appendix 21) A gaming machine described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), and (Appendix 20), which is capable of adjusting both the light intensity of specific flashing and the light intensity of non-specific flashing based on the operation of an operation means other than the operation means.
[0245] (Appendix 22) The specific effect is an effect that can be executed when a benefit is awarded, and the effect includes a special effect that can be executed in a standby state in which the variable game is not being executed and that includes the illumination of the specific flashing light, and the illumination of the specific flashing light in the special effect is not limited even when the specific setting is set (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), and (Appendix 21).
[0246] (Appendix 23) A gaming machine described in any one of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), and (Appendix 22), in which, while the specific effect is being executed and the specific setting is set, the power supply is cut off, and when the power supply is subsequently started again, the standard setting is set while the illumination of the specific flashing light in the specific effect is limited.
[0247] (Appendix 24) A gaming machine described in any of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), (Appendix 22), and (Appendix 23), in which the presentation manner of the specific presentation may differ depending on the progress of the game.
[0248] (Appendix 25) A gaming machine as described in any of (Appendix 14), (Appendix 15), (Appendix 16), (Appendix 17), (Appendix 18), (Appendix 19), (Appendix 20), (Appendix 21), (Appendix 22), (Appendix 23), (Appendix 24), and (Appendix 25), which is provided with a light-emitting means separate from the light-emitting means, and the specific effect is an effect including the emission of the specific flashing light by the light-emitting means, and the emission of the specific flashing light by the separate light-emitting means is not limited even when the specific setting is set.
[0249] (Appendix 26) A gaming machine comprising an operating means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, the light emitting means being displaceable between a first state and a second state, and a specific light emitting effect in which the light emitting means emits light in a specific light emitting manner is an effect in which the amount of light received at a specific position increases as the light emitting means displaces from the first state to the second state based on the operation of the operating means.
[0250] (Appendix 27) A gaming machine comprising an operation means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a first light-emitting means capable of emitting a predetermined light, and a second light-emitting means different from the first light-emitting means, wherein the first light-emitting means is switchable between a first state and a second state, and a specific light-emitting effect in which the first light-emitting means and the second light-emitting means emit light in a specific light-emitting manner is an effect in which the amount of light received at a specific position due to the light emitted by the first light-emitting means increases, but the amount of light received at a specific position due to the light emitted by the second light-emitting means does not change, as a result of the first light-emitting means being switched from the first state to the second state based on the operation of the operation means during the execution of the specific light-emitting effect.
[0251] (Appendix 28) A gaming machine comprising an operating means operable by a player, an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means includes at least a light emitting means capable of emitting a predetermined light, the light emitting means being changeable between a first state and a second state, a specific light emitting effect in which the light emitting means emits light in a specific light emitting manner is an effect in which the amount of light received at a specific position increases as the light emitting means changes from the first state to the second state based on the operation of the operating means during the execution of the specific light emitting effect, and the light emitting means has an outer surface covered by an opaque member.
[0252] (Appendix 29) A gaming machine described in any of (Appendix 26), (Appendix 27), and (Appendix 28), in which the specific light-emitting effect is an effect that has a high expectation of a bonus being awarded compared to when the specific light-emitting effect is not executed.
[0253] (Appendix 30) A gaming machine as described in any one of (Appendix 26), (Appendix 27), (Appendix 28), and (Appendix 29), which is capable of issuing a warning before the start of the specific light-emitting effect. [Explanation of symbols]
[0254] AK...Movable actuator BT...Performance button Cg...Warning image EH...Performance display device ES...Performance device group Gb...Preliminary image Gc...Character image Gf...Setting status image Gj...Preliminary image Gm...Item image Gs1...Promotion image Gs2...Promotion image Gs3...Promotion image H...Light-emitting body HD...Firing handle HP1...Fluctuating pattern HP2...Fluctuating pattern HP3...Fluctuating pattern HP4...Fluctuating pattern HP5...Fluctuating pattern HP6...Fluctuating pattern HP7...Fluctuating pattern J...Covering material JB...Drawing pad JBd...Down button JBl...Left button JBr...Right button JBu...Up button K...Movable body LA1...1st decorative lamp LA2...2nd decorative lamp lk...LED board LV...Performance lever R...Display area SE1...1st start sensor SE2...2nd start sensor SE3...Count sensor SE4...Gate sensor Sg...Light-emitting limit image Sgg...Music limit image SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...First start port 13...Second start port 13a...Normal opening / closing piece 14...Big prize port 14a...Special opening / closing piece 17...Gate 17a...Gate port 18...Out port 19a...First special symbol display device 19b...Second special symbol display device 19c...First reserve display device 19d...Second reserve display device 19e...Normal symbol display device 40...Main board 40a...Main CPU 40b...Main ROM 40c...Main RAM 44...Random number generation circuit 50...Sub board 50a...Sub CPU 50b...Sub ROM 50c...Sub RAM
Claims
[Claim 1] an operating means operable by a player; a performance execution means for executing a performance; a performance control means for controlling the performance execution means, The effect execution means includes at least a first light emitting means capable of emitting predetermined light, and a second light emitting means different from the first light emitting means, the first light-emitting means is displaceable between a first state and a second state; In a specific light-emitting performance in which the first light-emitting means and the second light-emitting means emit light in a specific light-emitting mode, the light emission in the specific light-emitting mode is limited based on the operation of the operating means, and the first light-emitting means changes from a first state to a second state, so that the amount of light received at a predetermined position due to the light emitted by the first light-emitting means changes, but the amount of light received at a predetermined position due to the light emitted by the second light-emitting means does not change, A gaming machine in which the light emission by the specific light emission mode in the specific light emission effect is restricted based on the operation means being operated before the specific light emission effect is executed, the amount of light received at a predetermined position due to the light emission of the first light emission means may change, and when another specific light emission effect is executed thereafter, the light emission by the specific light emission mode in the other specific light emission effect is restricted even if the operation means is not newly operated.
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