gaming machines
The gaming machine enhances player engagement by allowing customizable game effects and visual enhancements, addressing the need for increased interest during customization periods.
Patent Information
- Application Number
- JP2023069547
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-20
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2043-04-20
AI Technical Summary
Existing gaming machines lack mechanisms to further enhance player interest during customization periods, limiting engagement and excitement.
A gaming machine that allows customization of effects, including a specific look-ahead effect suggesting winning probabilities and a predetermined effect, which can be executed during variable games, with customizable forms and modes, and includes light-emitting means to enhance visual engagement.
Increases player interest and engagement by providing customizable and dynamic game effects, enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, pachinko gaming machines, which are an example of gaming machines, have been able to customize their presentation. For example, the gaming machine disclosed in Patent Document 1 allows for the presentation to be customized during the demo waiting period. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-005284 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in gaming machines that allow customization of presentation, it is expected that interest in the game will be increased by further devising the period during which customization is possible. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can execute a variable game and can customize the effects by operating an operation means operable by a player, and is equipped with a specific ball entrance through which a game ball can enter, a winning lottery means that draws a winning lottery in response to the game ball entering the specific ball entrance, a holding means that can hold a variable game in response to the game ball entering the specific ball entrance, an effect execution means that can execute effects, and an effect control means that can control the effect execution means, and the effects include a specific look-ahead effect that suggests the probability of winning a variable game on hold, and a predetermined effect that is different from the specific look-ahead effect and can be executed while the variable game is being executed, and the form of the specific look-ahead effect and the form of the predetermined effect can be customized, and the effects can be displayed in advance. The situation in which the aspect of the specific look-ahead effect is customized includes a specific situation, and the specific look-ahead effect is an effect that can be executed when a variable game is put on hold when the specific situation exists. When the specific look-ahead effect is executed when a variable game is put on hold when the specific situation exists, and the put-aside variable game that is the target of the specific look-ahead effect is set as a specific variable game, it is possible to customize the aspect of the predetermined effect during a special period that is a part or all of the period from when the specific look-ahead effect starts until when the specific variable game starts. When the aspect of the predetermined effect is customized during the special period, it is possible to execute the predetermined effect during the execution of the specific variable game according to the customized aspect, and the effect includes: Apart from the specific pre-reading effect and the predetermined effect, it is a part or all of the special period. There is a special effect that can be executed during a specific period and suggests a winning expectation rate of the specific variable game that is different from the specific pre-reading effect. ,before There are a plurality of types of the special effect modes, and the expected probability of winning the specific variable game indicated by the special effect mode differs. The gaming machine is capable of executing control related to the complete function, and even during the period when the control related to the complete function is being executed, the mode of the specific pre-reading effect and the mode of the predetermined effect can be customized. When the specific pre-reading performance and the special performance are executed, the light emitting means for executing the specific pre-reading performance and the light emitting means for executing the special performance are different. The gist of this is that: [Effects of the Invention]
[0007] According to the present invention, interest in games can be increased. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 3] FIG. 3 is a diagram showing the contents of the ball-scoring effect, the light-emitting effect during the pre-reading effect, and the target light-emitting effect. [Figure 4] FIG. 4 is a diagram showing the light emission pattern of the light emission effect during pre-reading. [Figure 5] FIG. 5 is a diagram showing the objects to be customized and the contents to be customized. [Figure 6] FIG. 6 is a diagram showing a display mode of the operation image and the situation image. [Figure 7] FIG. 7 is a timing chart showing an example of a case where the aspect of the ball-going-in prediction effect and the aspect of the target light-emitting effect are customized. [Figure 8] FIG. 8 is a timing chart showing an example of a case where the mode of the target light emission effect is customized. [Figure 9] FIG. 9 is a timing chart showing an example in which the light emitting mode of the first light emitting unit is customized. [Figure 10] FIG. 10 is a timing chart showing an example of a case where the power supply to the pachinko gaming machine is cut off during execution of the ball-entering prediction performance. [Figure 11] FIG. 11 is a timing chart showing an example of a case where the mode of the target light emission effect is customized. DETAILED DESCRIPTION OF THE INVENTION
[0009] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various gaming components. A frame window 11c is formed in the mounting frame 11b. A gaming board YB having a gaming area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The gaming area YBa of the gaming board YB is covered by the protective glass.
[0010] The pachinko gaming machine 10 is equipped with a launching handle HD. For example, the launching handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, a gaming ball is launched toward the gaming area YBa with a strength according to the amount of operation (amount of rotation) of the launching handle HD.
[0011] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). The predetermined sound may be music, sound effects, or the like.
[0012] The pachinko gaming machine 10 is equipped with a decorative lamp LA as an example of a predetermined light-emitting means. The decorative lamp LA can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing a built-in light-emitting element (not shown). The decorative lamp LA has a first light-emitting portion LA1 and a second light-emitting portion LA2. For example, the first light-emitting portion LA1 is provided on the front surface of the mounting frame 11b. For example, the second light-emitting portion LA2 is provided on the front surface of the game board YB.
[0013] The pachinko gaming machine 10 is equipped with an operation button BT. The operation button BT is provided on the front surface of the mounting frame 11b in a position where it can be operated by a player. The operation button BT is a push button that can be pressed. The operation button BT is configured to include multiple buttons such as an up button UBT, a down button DBT, a left button LBT, and a right button RBT. The operation button BT is an example of an operation means that can be operated by a player.
[0014] The operation buttons BT include an operation sensor that outputs an operation signal when it detects an operation of an operation button BT (up button UBT, down button DBT, left button LBT, or right button RBT).
[0015] A game area YBa, which is approximately circular in front view, is defined on the front surface of the game board YB. The game board YB is mounted on the mounting frame 11b so that the game area YBa can be seen through the frame window 11c. A display window YBb is formed in the approximate center of the game area YBa.
[0016] The pachinko gaming machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, predetermined symbols are displayed in a changing manner, and finally, a special symbol is displayed as a fixed, stopped symbol. The special symbol is a symbol for announcing the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed, stopped display" means a state in which a symbol is displayed as a fixed, stopped symbol, and the type of displayed symbol does not change. Regarding the symbols, "determined stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a jackpot symbol and a loss symbol. The special symbols may also include a small win symbol. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the jackpot symbol is derived in the special game, and the jackpot game is awarded after the special game for that jackpot has ended. The first special game is an example of a variable game.
[0017] The pachinko gaming machine 10 is equipped with a first special reserve display device 19c and a second special reserve display device 19d as display devices that display information that can identify the number of reserved special games. The first special reserve display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first special reserve number). The second special reserve display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second special reserve number). As an example, the upper limit values of the first special reserve number and the second special reserve number are each 4.
[0018] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, predetermined symbols are variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a normal symbol winning lottery). The normal symbols include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal symbol winning lottery (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games (normal hold number) whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met.
[0019] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display area R capable of displaying an image. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays an image that resembles a specified character or letter.
[0020] The effect display device EH displays an effect symbol variation game (hereinafter referred to as the effect game) as one of the display effects. In the effect game, multiple columns of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as the symbol combination) is derived. The effect symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols of the left, middle, and right symbol columns in a predetermined direction, respectively.
[0021] The effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol generated in the special game is generated. When a jackpot symbol is generated in the special game, the effect game generates a jackpot symbol combination. A jackpot symbol combination is a symbol combination in which the same symbol is displayed in all columns, such as "777." When a losing symbol is generated in the special game, the effect game generates a losing symbol combination. An example of a losing symbol combination is a symbol combination in which the symbol in at least some columns is different from the symbol in the other columns, such as "778" or "787." In this specification, a "temporary stop display" refers to a temporary stop state before the symbol is displayed as a fixed stop, such as a fluctuating display. As described above, the pachinko gaming machine 10 includes a special game and an effect game executed in response to the special game.
[0022] In a presentation game, a reach effect may be executed. The reach effect is an effect that forms a reach in a presentation game and ultimately leads to a predetermined symbol combination. A reach effect is a state in which the same presentation symbol is temporarily displayed in a fixed state in a plurality of specific symbol rows (for example, the left symbol row and the right symbol row), and the presentation symbol continues to be displayed in a variable state in other symbol rows (for example, the center symbol row). The reach effect includes a normal reach effect (hereinafter referred to as an NR effect) and a super reach effect (hereinafter referred to as an SR effect) that has a higher expectation of a jackpot game being awarded after the end of a special game (hereinafter referred to as a jackpot expectation) compared to the NR effect.
[0023] The pachinko gaming machine 10 has a first start opening 12. The first start opening 12 is always open so that gaming balls can enter. The first start opening 12 is an example of a specific ball entry opening through which gaming balls can enter. The pachinko gaming machine 10 has a first start sensor SE1 that detects gaming balls that have entered the first start opening 12 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0024] The pachinko gaming machine 10 has a second start opening 13 that opens into the gaming area YBa. The pachinko gaming machine 10 has a second start sensor SE2 that detects a gaming ball that has entered the second start opening 13 (see FIG. 2). In the pachinko gaming machine 10, when a gaming ball is detected by the second start sensor SE2, a hold condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is also established. The pachinko gaming machine 10 has a normal variable member 13a that can be moved between an open state in which a gaming ball can enter the second start opening 13 and a closed state in which a gaming ball cannot enter the second start opening 13. The closed state may be a state in which a gaming ball can enter the second start opening 13, but is more difficult to enter than the open state. The pachinko gaming machine 10 has a normal solenoid SL1 (see FIG. 2) as an example of a means for operating the normal variable member 13a. The normal variable member 13a is operated to the open state during normal winning games.
[0025] The pachinko gaming machine 10 is equipped with a special winning opening 14 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a special variable member 14a that can be moved between an open state in which a gaming ball can enter the special winning opening 14 and a closed state in which a gaming ball cannot enter the special winning opening 14. The closed state may be a state in which a gaming ball can enter the special winning opening 14, but in which it is more difficult to enter than in the open state. The pachinko gaming machine 10 is equipped with a special solenoid SL2 (see FIG. 2) as an example of a means for operating the special variable member 14a. The special variable member 14a is moved to the open state during a game in which a special symbol wins. The pachinko gaming machine 10 is equipped with a count sensor SE3 that detects gaming balls that have entered the special winning opening 14 (see FIG. 2). In the pachinko gaming machine 10, when the game balls are detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0026] The pachinko gaming machine 10 is equipped with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is equipped with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 2). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, the reserve condition for the normal game can be met, but the payout condition for prize balls is not met.
[0027] In this embodiment, the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1 and second light-emitting unit LA2) are each a performance device that performs a performance, and these constitute a performance device group DE, which is an example of a performance execution means (see Figure 2). The performance execution means is not limited to including all of the performance display device EH, speaker SP, and decorative lamp LA (first light-emitting unit LA1 and second light-emitting unit LA2), and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a ball entry assist function that assists in entering a game ball into the second starting hole 13, and a time shortening function that shortens the variable time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0029] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states in which the rate at which game balls enter the second starting hole 13 varies. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.
[0030] For example, the high ball entry rate state can be achieved by executing one of the three controls described below, which can be selected arbitrarily, or by combining multiple controls. The first control is a control that shortens the variable time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal win probability in the normal win lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform a normal win lottery in the low ball entry rate state, but performs a normal win lottery with a predetermined probability in the high ball entry rate state. The third control is a control that lengthens the total opening time of the normal variable member 13a in one normal win game compared to the low ball entry rate state. Note that the third control may be at least one of a control that increases the number of times the normal variable member 13a is opened in one normal win game compared to the low ball entry rate state, and a control that lengthens the opening time of one normal win game of the normal variable member 13a compared to the low ball entry rate state.
[0031] Next, the time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. In this embodiment, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.
[0032] In this embodiment, there are two game states: a normal state and an advantageous state. The normal state is a game state in which the ball entry assistance function and the time-saving function are not activated. The advantageous state is a game state in which the ball entry assistance function and the time-saving function are activated. The pachinko gaming machine 10 is not limited to having two game states, and some or all of the game states may be different game states in which the ball entry assistance function and the time-saving function are activated. Furthermore, the game state may be one or two, or may be four or more.
[0033] Next, we will explain about the jackpot. The pachinko gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or multiple types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0034] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 14 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.
[0035] In the pachinko gaming machine 10, the game state after the end of the jackpot game is controlled according to the type of jackpot symbol (type of jackpot). As an example, it is determined that the special symbol is controlled to an advantageous state after the end of the jackpot game until a predetermined number of special games are completed. It is determined that the normal symbol is controlled to a normal state after the end of the jackpot game.
[0036] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information about games (hereinafter referred to as game information) even when the power supply from an external power source is cut off, and enables recovery based on the stored information when the power supply is restarted. As will be described in detail later, the game information to be backed up includes information about special games, information about jackpot games, information about the game status, and information about presentation effects.
[0037] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 2, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.
[0038] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, a RWM 43, a random number generation circuit 44, and an RWM clear switch 45. The CPU 41 executes a main control program to perform processing related to the progress of the game. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc. The ROM 42 stores multiple types of fluctuation patterns. The fluctuation patterns are information that can identify the fluctuation time from the start to the end of a special game.
[0039] The variation patterns include a jackpot variation pattern, a miss-at-win variation pattern, and a miss variation pattern. The jackpot variation pattern includes a variation pattern in which an NR effect is performed in a presentation game and a jackpot symbol combination is ultimately derived, and a variation pattern in which an NR effect is performed followed by an SR effect and a jackpot symbol combination is ultimately derived. The miss-at-win variation pattern includes a variation pattern in which an NR effect is performed in a presentation game and a miss symbol combination is ultimately derived, and a variation pattern in which an NR effect is performed followed by an SR effect and a miss symbol combination is ultimately derived. Furthermore, the miss variation pattern includes a variation pattern in which a reach effect is not performed in a presentation game and a miss symbol combination is ultimately derived. The RWM 43 stores various information that is rewritten according to the processing results of the CPU 41. For example, the information stored by the RWM 43 includes a flag, a counter, and a timer. The random number generation circuit 44 generates hardware random numbers.
[0040] The RWM clear switch 45 is an operation unit configured to enable an operation to instruct initialization of the main backup information and secondary backup information backed up by the backup function described below. The RWM clear switch 45 turns on when pressed, and turns off when not pressed. The CPU 41 can input an operation signal to be output when the RWM clear switch 45 is turned on. The RWM clear switch 45 is operated manually by, for example, a game center manager or a manufacturing worker.
[0041] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input detection signals output by each of the sensors SE1 to SE4 upon detecting a gaming ball. The main board 40 is connected to the plurality of display units 19a to 19f. The CPU 41 can control the display content of the plurality of display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening state of the second start opening 13 and the large prize opening 14.
[0042] Next, the sub-board 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the effects. The ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. Examples of information stored in the RWM 53 include flags, counters, and timers. The information stored in the RWM 53 also includes information related to the effects executed by the effect device group DE. The sub-board 50 is configured to be able to generate software random numbers through random number generation processing by the CPU 51.
[0043] The sub-board 50 is connected to the performance display device EH. The CPU 51 can control the display content of the performance display device EH. The sub-board 50 is connected to a speaker SP. The CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA. The CPU 51 is an example of a performance control means capable of controlling a performance execution means.
[0044] The sub-board 50 is connected to the operation buttons BT (up button UBT, down button DBT, left button LBT, and right button RBT). The CPU 51 can input an operation signal that is output when the operation button BT is operated.
[0045] The pachinko gaming machine 10 is equipped with a power supply unit 60 on the rear side of the gaming board YB. The power supply unit 60 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 40 and the sub-board 50. The power supply unit 60 is equipped with a power switch 61. The pachinko gaming machine 10 is configured so that it can be powered on by starting power supply to the power supply unit 60 while the power switch 61 is on, or by turning on the power switch 61 while power is being supplied.
[0046] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the RWM 43 of the main board 40 and the RWM 53 of the sub-board 50 even after the power supply is stopped. By receiving power from the backup power supply 62, the RWM 43 and the RWM 53 can retain the contents stored when the power supply is stopped, even after the power supply is stopped. For example, the RWM 43 and the RWM 53 may be non-volatile memories that can retain the stored contents even when not receiving power, and thus can retain the stored information even after the power supply is stopped.
[0047] The pachinko gaming machine 10 is equipped with a backup function. The backup function enables the pachinko gaming machine 10 to retain information relating to game control stored in the RWM 43 (hereinafter referred to as main backup information) and information relating to game control stored in the RWM 53 (hereinafter referred to as secondary backup information) even when the power supply is stopped. Then, when the power supply is started again, the pachinko gaming machine 10 can recover based on each backup information.
[0048] The primary backup information includes information about special games, information about jackpot games, and information about game status. Information about special games includes, for example, information that can identify the results of special lottery draws and regular lottery draws, information that can identify fluctuation patterns, information that can identify special symbols derived in special games, information that can identify the fluctuating time being measured during the execution of a special game, and information that can identify the number of reserved special games. Information about jackpot games includes information that can identify the progress of jackpot games. Information about game status includes information that can identify the ball-scoring rate status and information that can identify the fluctuating time status. The secondary backup information includes information about effects. Information about effects includes light-emitting pattern information that can identify the light-emitting pattern of the pre-reading light-emitting effect described below, and remaining game number information that can identify the number of games remaining until the special game that triggers the ball-scoring pre-reading effect described below. The primary backup information and secondary backup information are retained until the backup power source 62 (e.g., an electric double-layer capacitor) is discharged and the backup power source 62 is unable to supply power.
[0049] Next, various processes performed by the CPU 41 will be described. When the CPU 41 is started up by the startup process at power-on, it executes the power-on process. As an example, if the power is turned on with the RWM clear switch 45 operated, the CPU 41 initializes the main backup information that was backed up in the RWM 43 by the backup power supply 62. On the other hand, if the power is turned on without the RWM clear switch 45 being operated, the CPU 41 does not initialize the main backup information. Thereafter, in the power-on process, the CPU 41 outputs startup information (for example, a startup command) that can identify that the main board 40 has started up to the sub-board 50. As an example, the startup information is either information indicating that startup has been performed with the main backup information initialized (for example, an initialization command) or information indicating that startup has been performed without the main backup information being initialized (for example, a power restoration command).
[0050] The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes that are performed every predetermined control period (for example, every 4 ms). The special symbol input process will be described.
[0051] The CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the CPU 41 determines whether the first special reserve number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the first special reserve number is less than the upper limit number, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.
[0052] Next, the CPU 41 acquires random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers may be winning random numbers used in the special winning lottery, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The CPU 41 stores the random number information so that it is possible to identify the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or information obtained by processing the random number using a predetermined method. By storing the random number information for the first special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met. The CPU 41 suspending the execution of the first special game until the start condition of the first special game is met is an example of a suspending means capable of suspending the first special game in response to the entry of a gaming ball into the first starting hole 12.
[0053] When the CPU 41 stores random number information for the first special game in the RWM 43, if a game ball has not entered the first start port 12 and if the number of first special reserves is not less than the upper limit number, the CPU 41 determines whether a game ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. If a game ball has entered the second start port 13, the CPU 41 determines whether the number of second special reserves stored in the RWM 43 is less than the upper limit number (4 in this embodiment). If the number of second special reserves is less than the upper limit number, the CPU 41 updates the number of second special reserves by adding 1. The CPU 41 controls the second special reserve display device 19d to display information that can identify the updated number of second special reserves. In this way, the reserve condition for the second special game is met when a game ball is detected by the second start sensor SE2 when the number of second special reserves is less than the upper limit number.
[0054] Next, the CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the RWM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met. When the random number information for the second special game is stored in the RWM 43, if a gaming ball has not entered the second start hole 13 and if the number of second special reserved balls is not less than the upper limit number, the CPU 41 terminates the special symbol input process.
[0055] In the special symbol input process, the CPU 41 performs a command setting process when the random number information for the first special game is stored in the RWM 43. The command setting process is a process included in the special symbol input process.
[0056] In the command setting process, the CPU 41 determines whether the value corresponding to the acquired winning random number is a jackpot value that will win the special winning lottery described below, or a losing value that will not win the special winning lottery. Next, in the case of a jackpot value, the CPU 41 identifies a jackpot fluctuation pattern to be selected from the jackpot fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a jackpot look-ahead command as a control command in the output buffer based on the identified content. The jackpot look-ahead command can identify information indicating the first special reserved number when the random number was acquired, information indicating that the value corresponding to the acquired winning random number is a jackpot value, and information indicating the jackpot fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.
[0057] On the other hand, in the case of a loss value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of loss fluctuation patterns and loss-reach fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number.Then, the CPU 41 stores a loss read-ahead command as a control command in the output buffer based on the specified content.The loss read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a loss value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.
[0058] The jackpot pre-read command or loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output process from the next cycle onwards. The command setting process in this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the jackpot pre-read command or loss pre-read command performs processing related to the second special game in the special symbol input process described above. In the following explanation, when there is no distinction between the jackpot pre-read command and the loss pre-read command, they are referred to as "pre-read commands". In the command setting process in this embodiment, each time a gaming ball is detected by the CPU 41 and the first start sensor SE1, a fluctuation pattern indicating the fluctuation content (including the fluctuation time) of the first special game, the execution of which is suspended, is identified.
[0059] Next, the special symbol start process will be described. The CPU 41 determines whether the conditions for starting a special game are met. The CPU 41 makes a positive determination if the game is not a jackpot game and the special game is not being played. The CPU 41 makes a negative determination if the game is a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 41 ends the special symbol start process. If the conditions for starting a special game are met, the CPU 41 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the CPU 41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, the CPU 41 ends the special symbol start process.
[0060] If the first special reserve number is greater than zero, the CPU 41 performs processing to execute a first special game. Specifically, the CPU 41 updates the first special reserve number by subtracting 1. The CPU 41 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. The CPU 41 acquires the random number information for the first special game that was stored earliest from the RWM 43. The CPU 41 performs a special winning lottery (jackpot determination) to determine whether or not a jackpot has been won, using a winning random number identified from the acquired random number information. In the processing to execute the first special game, the CPU 41 that performs the special winning lottery is an example of a winning lottery means that performs a winning lottery in response to a game ball entering the first starting hole 12.
[0061] When a jackpot is won, the CPU 41 performs jackpot variation processing. In the jackpot variation processing, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. After that, the CPU 41 ends the special pattern start processing.
[0062] If a jackpot is not won, the CPU 41 performs a loss variation process. In the loss variation process, the CPU 41 determines a loss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a loss reach variation pattern with a reach or a loss variation pattern without a reach. Thereafter, the CPU 41 ends the special symbol start process. In this embodiment, whether to execute a reach effect in the effect game is determined depending on whether a loss variation pattern or a loss reach variation pattern is determined, but it is also possible to determine whether to execute a reach effect, and determine either a loss reach variation pattern or a loss variation pattern depending on the determination result.
[0063] If the second special reserved number is greater than zero, the CPU 41 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute a first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number," so a detailed explanation thereof will be omitted. In other words, the CPU 41 subtracts the second special reserved number, performs a special winning lottery, and performs any variable processing based on the result of the special winning lottery, and then ends the special symbol start processing.
[0064] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the special 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 for the first special game is executed and when the variation process for the second special game is executed.
[0065] When the special symbol start process is completed, the CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start varying display of predetermined symbols. The CPU 41 measures a variation time set in a variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 41 outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game to the sub-board 50.
[0066] When the second special game is executed, the CPU 41 controls the second special symbol display device 19b to start varying display of predetermined symbols. The CPU 41 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.
[0067] Next, the big win game process will be explained. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the end of the jackpot special game. The CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The CPU 41 awards the specified type of jackpot game.
[0068] First, the CPU 41 outputs a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time to the sub-board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round of play. Specifically, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 14. When the number of game balls detected by the count sensor SE3 reaches the upper limit or the upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the special prize opening 14, thereby ending the round of play. The CPU 41 repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 41 outputs a control command (hereinafter referred to as a round command) capable of specifying the start of the round of play to the sub-board 50.
[0069] When the final round of play ends, the CPU 41 outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of the ending time to the sub-board 50. When the ending time has elapsed, the CPU 41 ends the jackpot game. The CPU 41 may be configured to output a control command (hereinafter referred to as an ending end command) capable of specifying the passage of the ending time to the sub-board 50.
[0070] The process of controlling to the standby state will be described. When both the first special reservation number and the second special reservation number are 0 (zero), a special game is not being executed, and a jackpot game is not being executed, the CPU 41 controls the machine to a standby state as a standby period. That is, the standby state in this embodiment is a period when a special game is not being executed, and a jackpot game is not being executed. When controlled to the standby state, the CPU 41 outputs a control command (hereinafter referred to as a demo command) that can identify the standby state to the sub-board 50. This demo command is a command for executing a standby effect in the standby state. The standby effect is an effect that notifies the pachinko gaming machine 10 that it is in a standby state, for example, using the effect display device EH, etc., to attract customers.
[0071] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When a jackpot game based on a specific symbol ends, the CPU 41 stores an activation flag in the RWM 43. That is, the CPU 41 controls the RWM 43 to a high ball entry rate state and a short fluctuation time state. On the other hand, when a jackpot game based on a normal symbol ends, the CPU 41 does not store an activation flag in the RWM 43. When a special game ends in which the number of special games executed after the jackpot game based on a specific symbol reaches the activation count, the CPU 41 erases the activation flag stored in the RWM 43. That is, when the activation count of the special game ends after the jackpot game based on a specific symbol ends, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When a jackpot game is started and an activation flag is stored, the CPU 41 erases the activation flag. That is, during a jackpot game, the CPU 41 controls the RWM 43 to a low ball entry rate state and a long fluctuation time state. When the CPU 41 transitions the game state (ball entry rate state and variable time state), it outputs to the sub-board 50 a control command (hereinafter referred to as a game state command) that can identify the game state after the transition.
[0072] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the startup process performed when the power is turned on will be described. When a startup command (initialization command or power restoration command) is input, the CPU 51 executes startup processing. As an example, when an initialization command is input, the CPU 51 initializes the secondary backup information that has been backed up in the RWM 53 by the backup power supply 62. On the other hand, when a power restoration command is input, the CPU 51 does not initialize the secondary backup information.
[0073] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 51 controls the effect device group DE to execute an opening effect. Furthermore, when an opening command is input, the CPU 51 stores information that can identify that a jackpot game is being played in the jackpot flag of the RWM 53. When a round command is input, the CPU 51 controls the effect device group DE to execute a round effect. When an ending start command is input, the CPU 51 controls the effect device group DE to execute an ending effect. When an ending end command is input, the CPU 51 controls the effect device group DE to end the ending effect. Furthermore, when an ending end command is input, the CPU 51 erases the information stored in the jackpot flag of the RWM 53.
[0074] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 51 inputs a variation start command and a special pattern command, it controls the effect device group DE including the effect display device EH to execute an effect game corresponding to the special game. As an example, when the CPU 51 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the control command. Furthermore, when the CPU 51 inputs a special pattern command, it determines a symbol combination to be derived in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special pattern command, the CPU 51 determines a jackpot symbol combination. If a losing symbol can be specified from the special pattern command, the CPU 51 determines a losing symbol combination.
[0075] The CPU 51 also determines whether or not a condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, the reach condition is met by determining a jackpot variation pattern or a miss reach variation pattern. When the reach condition is met and a jackpot pattern can be identified from the special pattern command, the CPU 51 determines the effect patterns constituting the jackpot pattern combination as the reach effect patterns. When the reach condition is met and a miss pattern can be identified from the special pattern command, the CPU 51 determines a miss pattern combination including a reach. When the reach condition is not met and a miss pattern can be identified from the special pattern command, the CPU 51 determines a miss pattern combination not including a reach.
[0076] The CPU 51 controls the effect display device EH to start the variable display of each effect symbol in response to the input of the variation start command, thereby starting the effect game. The CPU 51 controls the effect display device EH so that the effect game is played based on the selected effect pattern during the variation time set for the variation pattern. The CPU 51 can control the effect device group DE to execute various effects while the effect game is being played. When the CPU 51 identifies a variation pattern in which an NR effect is executed from the input variation start command, it controls the effect device group DE to execute an NR effect at a predetermined timing after the effect game starts. When the CPU 51 identifies a variation pattern in which an SR effect is executed from the input variation start command, it controls the effect device group DE to execute an SR effect at a predetermined timing after the effect game starts.
[0077] Then, when a predetermined timing arrives after starting the effect game, the CPU 51 temporarily stops the display of the symbol combination, and then, upon input of a variation end command, causes the symbol combination to be displayed as a fixed, stopped symbol combination. Note that the CPU 51 may also cause the fixed, stopped symbol combination to be displayed upon the passage of a variation time set in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0078] The process related to the standby effect will be described. When the CPU 51 inputs a demo command, it stores information that can identify the standby state in the standby flag of the RWM 53, and controls the performance display device EH to perform a standby performance. When the CPU 51 inputs a variation start command, it erases the information stored in the standby flag of the RWM 53, and ends the standby performance.
[0079] Next, the effects executed in the pachinko gaming machine 10 will be described. In the pachinko gaming machine 10, a ball-entering pre-reading effect and a light-emitting effect during pre-reading are executed as pre-reading effects. The pre-reading effect is a special game that has not yet started, and is an effect that suggests the likelihood of a jackpot in a pending special game. In this embodiment, the pre-reading effect may be executed during the execution of a single special game, or may be executed across the execution of multiple special games. In the following explanation, when a pre-reading effect is executed, the pending special game that is the target of the pre-reading effect is referred to as a target change.
[0080] We will explain the anticipatory performance when the ball goes in. As shown in FIG. 3, the ball entry pre-reading effect is an effect that can be executed when the first special game is put on hold by a game ball entering the first starting hole 12, and is an effect that suggests the likelihood of a jackpot for the put on hold first special game. The pachinko gaming machine 10 is configured so that when the ball entry pre-reading effect is executed when the first special game is put on hold, the likelihood of a jackpot for the put on hold first special game is higher than when the ball entry pre-reading effect is not executed. The target variation for the ball entry pre-reading effect is the first special game that is put on hold when the ball entry pre-reading effect is executed. The ball entry pre-reading effect is an example of a specific pre-reading effect. The target variation for the ball entry pre-reading effect is an example of a specific variation game.
[0081] The ball scoring preview effect is composed of a combination of a ball scoring light-emitting effect in which the decorative lamp LA lights up in a predetermined light-emitting pattern for a predetermined period (for example, three seconds), and a ball scoring audio effect in which a special ball scoring sound is output from the speaker SP for a predetermined period (for example, two seconds). The predetermined light-emitting pattern for the ball scoring light-emitting effect is a light-emitting pattern in which the decorative lamp LA flashes in white. The ball scoring light-emitting effect and the ball scoring audio effect both start simultaneously when the ball scoring preview effect starts. Therefore, after the ball scoring preview effect starts, the ball scoring light-emitting effect ends after the ball scoring audio effect. In this embodiment, the period from when the ball scoring preview effect (ball scoring light-emitting effect and ball scoring audio effect) starts to when the ball scoring light-emitting effect ends is defined as the period during which the ball scoring preview effect is executed. The period during which the ball scoring preview effect is executed is an example of a predetermined period.
[0082] We will now explain the lighting effects that occur during pre-reading. As shown in FIG. 3, the pre-reading light-up effect is an effect that can be executed after the ball-scoring pre-reading effect has ended. The pre-reading light-up effect is an effect that can be executed during the entire period from after the ball-scoring pre-reading effect has ended until the target change of the ball-scoring pre-reading effect begins. The pre-reading light-up effect is an effect that indicates the expected probability of a jackpot for the target change of the ball-scoring pre-reading effect that is executed immediately before the pre-reading light-up effect is executed, separately from the ball-scoring pre-reading effect. In other words, the target change of the pre-reading light-up effect and the target change of the ball-scoring pre-reading effect that is executed immediately before the pre-reading light-up effect are the same special game. And when the pre-reading light-up effect is executed, the target change will start at the timing when the pre-reading light-up effect has ended. The pre-reading light-up effect is an example of a special effect.
[0083] The pre-reading light-emitting effect is an effect in which the decorative lamp LA lights up in blue or red. In the pre-reading light-emitting effect, when the decorative lamp LA lights up in red, it is suggested that there is a higher expectation of a jackpot due to target fluctuation than when it lights up in blue. The lighting color of the decorative lamp LA in the pre-reading light-emitting effect is an example of the aspect of the pre-reading light-emitting effect. The blue lighting color of the decorative lamp LA in the pre-reading light-emitting effect is an example of the first aspect. The red lighting color of the decorative lamp LA in the pre-reading light-emitting effect is an example of the second aspect.
[0084] Here, we will explain the lighting patterns of the lighting effects during pre-reading. As shown in Figure 4, the light-emitting pattern of the pre-reading light-emitting effect is determined in accordance with the first special reserved number when the target variation is reserved. From the light-emitting pattern of the pre-reading light-emitting effect, the lighting color of the decorative lamp LA during the execution of the special game executed during the execution of the pre-reading light-emitting effect can be specified.
[0085] As an example, the illumination pattern EP11 is an illumination pattern that can identify that when the first special reservation number is 1 when the target change is reserved, the decorative lamp LA lights up in blue during the execution of the special game that is being executed when the target change is reserved, i.e., the special game that is executed one time before the target change.
[0086] As an example, the light emission pattern EP23 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game that is being executed when the target variation is suspended (a special game that is executed two times before the target variation) when the first special suspension number when the target variation is suspended is 2. The light emission pattern EP23 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game that is executed one time after the special game that is being executed when the target variation is suspended (a special game that is executed one time before the target variation).
[0087] The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in blue during the execution of a special game that is being executed when the target change is suspended (a special game that is executed four times before the target change) when the first special suspension number when the target change is suspended is four. The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in blue during the execution of a special game that is executed one time after the special game that is being executed when the target change is suspended (a special game that is executed three times before the target change). The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game that is executed two times after the special game that is being executed when the target change is suspended (a special game that is executed two times before the target change). The light emission pattern EP43 is a light emission pattern that can specify that the decorative lamp LA lights up in red during the execution of a special game that is executed three times after the special game that is being executed when the target change is suspended (a special game that is executed one time before the target change).
[0088] As shown in FIG. 4, the light-emitting patterns for the pre-reading light-emitting effect include light-emitting patterns that do not include the red lighting color of the decorative lamp LA, such as light-emitting patterns EP11, EP21, EP31, and EP41, and light-emitting patterns that include the red lighting color of the decorative lamp LA, such as light-emitting patterns EP12, EP22, EP23, EP32-EP34, and EP42-EP45. As described above, in the pre-reading light-emitting effect, when the decorative lamp LA is lit in red, it is suggested that the likelihood of a jackpot occurring due to target fluctuation is higher than when the decorative lamp LA is lit in blue. Therefore, in this embodiment, when the pre-reading light-emitting effect is executed based on a light-emitting pattern that includes the red lighting color of the decorative lamp LA, it is suggested that the likelihood of a jackpot occurring due to target fluctuation is higher than when the pre-reading light-emitting effect is executed based on a light-emitting pattern that includes the red lighting color of the decorative lamp LA.
[0089] The light-emitting patterns of the pre-reading light-emitting effects include light-emitting patterns such as light-emitting patterns EP22, EP32, EP33, and EP42 to EP44, in which the lighting color of the decorative lamp LA changes from blue to red when the special game starts before the target fluctuation starts. The light-emitting patterns of the pre-reading light-emitting effects do not include a light-emitting pattern in which the lighting color of the decorative lamp LA changes from red to blue. In this specification, the lighting color of the decorative lamp LA during the execution of the special game that is executed one game before the target fluctuation (reservation 1) in the pre-reading light-emitting effects is referred to as the final lighting color of the pre-reading light-emitting effects.
[0090] Next, the target light emission effect executed in the pachinko gaming machine 10 will be described. The target light-emitting effect is an effect that is executed during the period when the target fluctuations of the ball-entering pre-reading effect and the pre-reading light-emitting effect are executed. The target light-emitting effect is an effect that indicates the expected probability of a jackpot for the target fluctuation that is currently being executed, separately from the ball-entering pre-reading effect and the pre-reading light-emitting effect that are executed for the target fluctuation. The target light-emitting effect is an example of a predetermined effect.
[0091] As shown in FIG. 3, the target light-emitting effect is an effect in which the decorative lamp LA flashes in a predetermined light-emitting pattern. The predetermined light-emitting patterns include a light-emitting pattern in which the decorative lamp LA flashes in blue, a light-emitting pattern in which the decorative lamp LA flashes in red, and a light-emitting pattern in which the decorative lamp LA flashes in rainbow colors (hereinafter referred to as a premium light-emitting pattern). In the target light-emitting effect, when the effect is performed based on the light-emitting pattern in which the decorative lamp LA flashes in red, it is suggested that the target fluctuation is more likely to result in a jackpot than when the effect is performed based on the light-emitting pattern in which the decorative lamp LA flashes in blue. Furthermore, when the target light-emitting effect is performed based on the premium light-emitting pattern, it is suggested that the target fluctuation is more likely to result in a jackpot than when the effect is performed based on the light-emitting pattern in which the decorative lamp LA flashes in blue or red, and it is suggested that the target fluctuation will result in a jackpot.
[0092] In this embodiment, the ball-entering pre-reading effect, the pre-reading light-emitting effect, and the target light-emitting effect are all effects that suggest the likelihood of a jackpot due to the target fluctuation that is common to the ball-entering pre-reading effect and the pre-reading light-emitting effect. In the ball-entering pre-reading effect, the decorative lamp LA flashes in a uniform white color to suggest the likelihood of a jackpot due to the target fluctuation, while in the pre-reading light-emitting effect, the decorative lamp LA lights up in red or blue to suggest the likelihood of a jackpot due to the target fluctuation.
[0093] In this embodiment, the jackpot expectation suggested by the decorative lamp LA lighting red during the pre-reading light-emitting effect is higher than the jackpot expectation suggested by the decorative lamp LA flashing white during the ball-entering pre-reading effect. On the other hand, the jackpot expectation suggested by the decorative lamp LA lighting blue during the pre-reading light-emitting effect is lower than the jackpot expectation suggested by the decorative lamp LA flashing white during the ball-entering pre-reading effect. Therefore, if the pre-reading light-emitting effect is executed after the ball-entering pre-reading effect is executed and the decorative lamp LA lights up red, a higher jackpot expectation is suggested than if the pre-reading light-emitting effect is executed after the ball-entering pre-reading effect is executed and the decorative lamp LA lights up blue.
[0094] In this way, the light-emitting effect during pre-reading is an effect that suggests a different jackpot expectation probability for target fluctuation than the light-emitting effect during ball entry. Then, by the light-emitting effect during pre-reading and the target fluctuation effect being executed in stages, the player can estimate a certain jackpot expectation probability as the jackpot expectation probability for the reserved special game at the time the light-emitting effect during pre-reading is executed, and then can further estimate the jackpot expectation probability for target fluctuation from the lighting color of the decorative lamp LA in the light-emitting effect during pre-reading.
[0095] Furthermore, in this embodiment, the ball-entering pre-reading effect is an effect in which the decorative lamp LA emits light in one type of light color and suggests a certain probability of jackpot expectation. The pre-reading light-emitting effect is an effect in which the decorative lamp LA emits light in two types of light colors and suggests two types of jackpot expectation. Furthermore, the target light-emitting effect is an effect in which the decorative lamp LA emits light in three types of light colors and suggests three types of jackpot expectation. Thus, in this embodiment, the number of light-emitting colors that the decorative lamp LA can emit and the number of jackpot expectation levels that they suggest are in the order of ball-entering pre-reading effect < pre-reading light-emitting effect < target light-emitting effect. Furthermore, the pre-reading light-emitting effect suggests a wider variety of jackpot expectation levels than the ball-entering pre-reading effect, making it easier to predict the jackpot expectation level in more detail than the ball-entering pre-reading effect. Furthermore, the target light-emitting effect suggests more types of jackpot expectation than the ball-entering pre-reading effect and the pre-reading light-emitting effect, so it is an effect that makes it easier to guess the jackpot expectation in more detail than the ball-entering pre-reading effect and the pre-reading light-emitting effect.
[0096] Furthermore, when the target variation results in a jackpot, the pre-reading illumination effect is more likely to be executed based on an illumination pattern including the red lighting color of the decorative lamp LA after a certain jackpot expectation level is suggested in the ball-entering pre-reading effect than when the target variation results in a miss. Also, when the target variation results in a jackpot, the target illumination effect is more likely to be executed based on a premium illumination pattern than when the target variation results in a miss. Thus, in this embodiment, when the target variation results in a jackpot, the pre-reading illumination effect is more likely to suggest a higher jackpot expectation level than when the ball-entering pre-reading effect is executed than when the ball-entering pre-reading effect is executed than when the target variation results in a miss. Furthermore, when the target variation results in a jackpot, the target pre-reading illumination effect is more likely to suggest a higher jackpot expectation level than when the pre-reading illumination effect is executed and when the ball-entering pre-reading effect is executed than when the target variation results in a miss.
[0097] In this embodiment, the jackpot expectation suggested by the decorative lamp LA lighting up in red during pre-reading light-emitting performance is the same as the jackpot expectation suggested by the decorative lamp LA flashing in red during target light-emitting performance. Furthermore, the jackpot expectation suggested by the decorative lamp LA lighting up in blue during pre-reading light-emitting performance is the same as the jackpot expectation suggested by the decorative lamp LA flashing in blue during target light-emitting performance.
[0098] Furthermore, in this embodiment, when a pre-reading light-emitting effect is executed and the target light-emitting effect is not executed based on the premium light-emitting pattern, the flashing color of the decorative lamp LA in the target light-emitting effect will be the final lighting color of the pre-reading light-emitting effect. As an example, when the pre-reading light-emitting effect is executed based on the light-emitting pattern EP32, if the target light-emitting effect is not executed based on the premium light-emitting pattern, the target light-emitting effect is executed based on a light-emitting pattern in which the decorative lamp LA flashes red. Therefore, during target fluctuation, the light-emitting pattern of the target light-emitting effect not only makes it possible to estimate the likelihood of a jackpot for the target fluctuation, but also makes it possible to recognize whether the pre-reading light-emitting effect was executed based on a light-emitting pattern that includes the red lighting color of the decorative lamp LA.
[0099] On the other hand, when the target light-emitting effect is executed based on the premium light-emitting pattern, the player can understand that the target change will result in a jackpot. In other words, by gradually executing the target light-emitting effect after the ball-entering pre-reading effect or the pre-reading light-emitting effect, the player can more precisely estimate the jackpot probability of the target change than when the ball-entering pre-reading effect and the pre-reading light-emitting effect are executed. Furthermore, the player can understand whether the target change for which the jackpot probability was estimated will actually result in a jackpot, even before the target change ends. In this way, the pachinko gaming machine 10 is configured to gradually execute the ball-entering pre-reading effect, the pre-reading light-emitting effect, and the target light-emitting effect, and to gradually execute the ball-entering pre-reading effect, the pre-reading light-emitting effect, and the target light-emitting effect, and to more precisely estimate the jackpot probability of the target change as the effect execution stage progresses.
[0100] Next, we will explain the customization function installed in the pachinko gaming machine 10. The pachinko gaming machine 10 is configured so that a player can customize some of the effects executed in the pachinko gaming machine 10 by operating the operation button BT, and some of the effects are executed reflecting the customized content.
[0101] As shown in FIG. 5, the pachinko gaming machine 10 allows customization of effects such as a ball-scoring prediction effect and a target light-emitting effect. The pachinko gaming machine 10 is configured to allow customization of the aspects of the ball-scoring prediction effect and the target light-emitting effect. In addition, the pachinko gaming machine 10 is configured to allow customization of the light-emitting aspect of the first light-emitting unit LA1. In this specification, the term "aspect" includes not only the visual aspect of the effect, but also aspects related to the rate at which the effect is executed or whether it is executed, such as the appearance rate of the effect. In the following description, customization of the aspect of the ball-scoring prediction effect by a player is referred to as "pre-reading customization." Furthermore, customization of the aspect of the target light-emitting effect by a player is referred to as "target customization." Furthermore, customization of the light-emitting aspect of the first light-emitting unit LA1 by a player is referred to as "light-emitting customization."
[0102] Read-ahead customization will be explained. Pre-read customization is possible during all periods (hereinafter referred to as the entire game period) during which the special game is being played and during which the special game is not being played (including during jackpot play and standby periods). Pre-read customization allows the up button UBT to be used to customize the appearance of the ball-scoring pre-reading effect, either "appears" or "does not appear." The ball-scoring pre-reading effect can be executed when the first special game is put on hold in a situation where the appearance of the ball-scoring pre-reading effect is "appears" (hereinafter referred to as a specific situation). On the other hand, the ball-scoring pre-reading effect is not executed in a situation where the appearance of the ball-scoring pre-reading effect is "does not appear." When the appearance of the ball-scoring pre-reading effect is customized, the customized appearance can be reflected in the ball-scoring pre-reading effect from the time of customization.
[0103] Explain target customization. Target customization is possible for the entire period from when the ball-scoring prediction effect starts until the target fluctuation starts. The entire period from when the ball-scoring prediction effect starts until the target fluctuation starts is an example of a special period. With target customization, by operating the down button DBT, the probability that the target lighting effect will be executed based on the premium lighting pattern (hereinafter referred to as the appearance rate of the premium lighting pattern) can be customized as the mode of the target lighting effect from either a "low appearance rate" or a "high appearance rate." The low appearance rate and the high appearance rate are each predetermined appearance rates.
[0104] When the mode of the target light emitting effect is customized, the customized mode can be reflected in the target light emitting effect from the time when the special game is started for the first time after the customization.
[0105] Light emission customization will now be described. Light-emitting customization is possible throughout the entire game period. With light-emitting customization, the brightness of the first light-emitting unit LA1 can be customized to three levels: "low brightness," "medium brightness," and "high brightness" by using the left button LBT and the right button RBT. The first light-emitting unit LA1 then performs a light-emitting effect according to the customized brightness. When the light-emitting mode of the first light-emitting unit LA1 is customized, the customized light-emitting mode can be reflected in the first light-emitting unit LA1 immediately after customization.
[0106] Here, referring to FIG. 6, the display manner in which images relating to the customization function are displayed on the performance display device EH and the operations for customization will be described. As shown in FIG. 6, in the pachinko gaming machine 10, an operation image SG is displayed on the effect display device EH throughout the entire game period. The operation image SG is an image displaying information that indicates that pre-reading customization, target customization, and light emission customization are possible by operating the operation button BT. As an example, the operation image SG includes the text "UP BUTTON: CHANGE APPEARANCE OF GOAL READING EFFECT WHEN GOING IN" as information that indicates that pre-reading customization is possible by operating the up button UBT. Note that in this embodiment, even during periods when target customization is not possible, an operation image SG including the text "DOWN BUTTON: CHANGE THE APPEARANCE RATE OF THE PREMIUM ILLUMINATION PATTERN" is displayed as information that indicates that target customization is possible by operating the down button DBT, but this is not limited to this. During periods when target customization is not possible, an operation image SG that does not include information that indicates that target customization is possible by operating the down button DBT may be displayed.
[0107] Furthermore, in the pachinko gaming machine 10, a first status image JG1, a second status image JG2, and a third status image JG3 are displayed on the effect display device EH throughout the entire game period. The first status image JG1 is an image that displays information that can identify the current state of the ball-entry pre-reading effect. The second status image JG2 is an image that displays information that can identify the current state of the target light-emitting effect. The third status image JG3 is an image that displays information that can identify the current light-emitting state of the first light-emitting element LA1.
[0108] With the look-ahead customization, the appearance of the look-ahead effect when the ball scores can be switched between on and off each time the up button UBT is operated. The display content of the first status image JG1 switches to either "look-ahead effect when the ball scores: on" or "look-ahead effect when the ball scores: off" depending on whether the look-ahead effect when the ball scores is on or off when the up button UBT is operated.
[0109] In target customization, the appearance rate of the premium lighting pattern in the target lighting effect can be alternately switched between low and high appearance rates each time the down button DBT is operated. The display content of the second status image JG2 switches to either "Premium Lighting: High" or "Premium Lighting: Low" depending on the appearance rate of the premium lighting pattern when the down button DBT is operated.
[0110] In the light emission customization, when the right button RBT is operated, the brightness of the first light-emitting part LA1 can be changed to a brightness one level higher. For example, when the right button RBT is operated when the brightness of the first light-emitting part LA1 is medium, the brightness of the first light-emitting part LA1 can be changed to a high brightness. Note that even if the right button RBT is operated when the brightness of the first light-emitting part LA1 is at the upper limit, high brightness, the brightness of the first light-emitting part LA1 does not change. Similarly, in the light emission customization, when the left button LBT is operated, the brightness of the first light-emitting part LA1 can be changed to a brightness one level lower. Note that even if the left button LBT is operated when the brightness of the first light-emitting part LA1 is at the lower limit, low brightness, the brightness of the first light-emitting part LA1 does not change. When the right button RBT or left button LBT is operated, the display content of the third status image JG3 switches to either "Brightness: High", "Brightness: Medium", or "Brightness: Low", corresponding to the customized brightness of the first light-emitting part LA1.
[0111] The following describes the scoring-time look-ahead effect process that the CPU 51 performs to execute the scoring-time look-ahead effect. The CPU 51 executes the scoring-time look-ahead effect process as a timer interrupt process that is performed every predetermined period (for example, every 4 ms).
[0112] The CPU 51 determines whether a jackpot game is being played, and if a jackpot game is not being played, references the ball-entering time read-ahead information stored in the RWM 53. The ball-entering time read-ahead information is information that can identify the content of the read-ahead customization. As the ball-entering time read-ahead information, either information that can identify whether a ball-entering time read-ahead effect will appear (hereinafter referred to as "appearance information") or information that can identify whether a ball-entering time read-ahead effect will not appear (hereinafter referred to as "no appearance information") is stored. The CPU 51 can identify whether a jackpot game is being played by reference to the jackpot flag in the RWM 53. If no appearance information is stored in the ball-entering time read-ahead information during a jackpot game, the CPU 51 does not execute the ball-entering time read-ahead effect.
[0113] On the other hand, when a jackpot game is not being played and information indicating that a ball will appear is stored in the ball-entering pre-read information, the CPU 51 determines whether a pre-read command has been input. If a pre-read command has been input, the CPU 51 determines whether the setting value of the in-execution flag, which indicates the execution status of the ball-entering pre-reading effect stored in the RWM 53, is a value indicating that the effect is being executed or a value indicating that the effect is not being executed. In this embodiment, if the setting value of the in-execution flag is a value indicating that the effect is being executed at the time the pre-read command is input, the CPU 51 does not execute a new ball-entering pre-reading effect.
[0114] When the setting value of the execution flag indicates that the effect is not being executed, the CPU 51 performs a lottery using a predetermined random number to determine whether or not to execute the ball-scoring pre-reading effect. The CPU 51 performs the execution determination for the ball-scoring pre-reading effect so that the expected jackpot probability of the first special game corresponding to the input pre-reading command is higher when the ball-scoring pre-reading effect is executed than when the ball-scoring pre-reading effect is not executed. In this case, the CPU 51 may perform the execution determination so that the execution rate of the ball-scoring pre-reading effect when a jackpot pre-reading command is input is higher than the execution rate of the ball-scoring pre-reading effect when a miss pre-reading command is input. The total execution rate of the ball-scoring pre-reading effect is the sum of the execution rate of the ball-scoring pre-reading effect when a jackpot pre-reading command is input and the execution rate of the ball-scoring pre-reading effect when a miss pre-reading command is input. When it is determined that the ball-scoring pre-reading effect is to be executed, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the ball-scoring pre-reading effect is being executed.
[0115] When it is determined that a ball-scoring pre-reading effect is to be executed, when the pre-reading light-emitting effect is not being executed, or when the remaining game count information is 0, the CPU 51 stores the first special reserved number, which can be determined from the input pre-reading command, in the RWM 53 as remaining game count information that can determine the number of games remaining until the target fluctuation starts. The CPU 51 can determine whether the pre-reading light-emitting effect is being executed by referring to the setting value of a pre-reading flag stored in the RWM 53, which will be described later. The CPU 51 does not store the remaining game count information if the pre-reading flag stores a value indicating that the pre-reading light-emitting effect is being executed. By storing the remaining game count information when the remaining game count information is 0, the CPU 51 retains the stored remaining game count information even if it determines to execute a new ball-scoring pre-reading effect during the period from the end of the ball-scoring pre-reading effect to the start of the target fluctuation. When the CPU 51 has stored the remaining game count information in the RWM 53, the CPU 51 updates the remaining game count information by subtracting 1 each time a fluctuation start command is input.
[0116] When it is determined that a ball-entering pre-reading effect is to be executed, and when the pre-reading light-emitting effect is not currently being executed, the CPU 51 determines the light-emitting pattern for the pre-reading light-emitting effect by lottery using a predetermined random number. At this time, the CPU 51 determines the light-emitting pattern for the pre-reading light-emitting effect from different decision tables depending on the first special reserved number that can be determined from the input pre-reading command. For example, when the first special reserved number that can be determined from the input pre-reading command is 1, the CPU 51 determines the light-emitting pattern for the pre-reading light-emitting effect from a decision table that can determine light-emitting patterns EP11 and EP12 (see FIG. 4). Regardless of the decision table corresponding to the first special reserved number that can be determined from the pre-reading command, the random number allocation value corresponding to each light-emitting pattern differs depending on whether the input pre-reading command is a jackpot pre-reading command or a loss pre-reading command. Regardless of the decision table, the random numbers are allocated so that a light-emitting pattern that includes a red illumination color has a higher jackpot expectation rate than a light-emitting pattern that does not include a red illumination color. In this case, the CPU 51 may perform the execution determination so that the execution rate of the ball-entering pre-reading effect when a jackpot pre-reading command is input as a percentage of the overall execution rate of the ball-entering pre-reading effect is higher than the execution rate of the ball-entering pre-reading effect when a miss pre-reading command is input. When the light emission pattern of the pre-reading light emission effect is determined, the CPU 51 stores information capable of identifying the determined light emission pattern of the pre-reading light emission effect in the light emission pattern information of the RWM 53.
[0117] When it is determined that a ball-scoring prediction effect is to be executed, the CPU 51 controls the decorative lamp LA to execute a ball-scoring light-emitting effect using a predetermined light-emitting pattern for a predetermined period of time. At this time, the CPU 51 controls the first light-emitting element LA1 to execute the ball-scoring light-emitting effect according to a brightness that can be determined from information (hereinafter referred to as brightness information) that can identify the brightness of the first light-emitting element LA1 stored in the RWM 53. The brightness information includes "low brightness information" that can identify that the brightness of the first light-emitting element LA1 is low, "medium brightness information" that can identify that the brightness of the first light-emitting element LA1 is medium, and "high brightness information" that can identify that the brightness of the first light-emitting element LA1 is high. Thus, the brightness information includes multiple types of information that can identify the brightness of the first light-emitting element LA1 as the light-emitting mode of the first light-emitting element LA1. Meanwhile, the CPU 51 controls the second light-emitting element LA2 to execute the ball-scoring light-emitting effect according to a predetermined brightness.
[0118] Furthermore, the CPU 51 controls the speaker SP to output a special scoring sound for a predetermined period of time to execute a scoring sound effect. When the scoring light effect ends, the CPU 51 sets the execution flag of the RWM 53 to a value indicating that the scoring look-ahead effect is not being executed, and ends the scoring look-ahead effect.
[0119] By performing the above-described processing by the CPU 51, the ball-entering pre-reading effect becomes an effect that can be executed when the first special game is suspended, when a jackpot game is not being played and a specific situation exists in which the ball-entering pre-reading effect can be executed. When a specific situation exists in which the ball-entering pre-reading effect can be executed, whether or not the ball-entering pre-reading effect can be executed is determined by lottery. Furthermore, while the ball-entering pre-reading effect is being executed, execution of a new ball-entering pre-reading effect is restricted, even if the game ball enters the first starting hole 12. In this embodiment, restricting the execution of an effect means that the effect is not executed (the appearance rate is 0), but this is not limited to this. Restricting the execution of an effect may mean that the application rate of the effect is greater than 0 and that the appearance rate is lower than the appearance rate when the execution of the effect is not restricted. Here, a rate of appearance of the effect greater than 0 also includes a rate of appearance of the effect being nearly 0. In this embodiment, the execution of an effect is not restricted when the restrictions defined by these definitions are not met.
[0120] Next, a description will be given of a pre-reading light-emitting effect process that is performed by the CPU 51 to execute a pre-reading light-emitting effect. In a situation where the setting value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading effect is being executed, the CPU 51 determines whether the remaining number of games information, which is decremented each time a fluctuation start command is input, is 0. In a situation where the setting value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading effect is being executed, if the remaining number of games information is 0, the CPU 51 does not execute the pre-reading light-emitting effect. On the other hand, in a situation where the setting value of the in-execution flag of the RWM 53 is a value indicating that the ball-scoring pre-reading effect is being executed, if the remaining number of games information is not 0, the CPU 51 determines whether the in-execution flag was set to a value indicating that the ball-scoring pre-reading effect is not being executed before the remaining number of games information became 0. If the in-execution flag was set to a value indicating that the ball-scoring pre-reading effect is not being executed before the remaining number of games information became 0, the CPU 51 decides to execute the pre-reading light-emitting effect and sets the pre-reading flag stored in the RWM 53 to a value indicating that the pre-reading light-emitting effect is being executed. By the CPU 51 performing the above processing, in the pachinko game machine 10, when the ball-entering pre-reading effect ends and the target variation of the ball-entering pre-reading effect has not started, the pre-reading light-up effect will start at the timing when the ball-entering pre-reading effect ends.
[0121] When executing a light-emitting effect during pre-reading, the CPU 51 controls the decorative lamp LA to execute the light-emitting effect during pre-reading based on the light-emitting pattern information and remaining game number information stored in the RWM 53. As an example, when the light-emitting pattern for the light-emitting effect during pre-reading is light-emitting pattern EP33 and the remaining game number information is 2, the CPU 51 controls the decorative lamp LA to light up in red. Similarly to when executing a light-emitting effect during pre-reading when a ball is scored, the CPU 51 also controls the first light-emitting unit LA1 to execute a light-emitting effect during pre-reading according to a brightness that can be determined from the brightness information stored in the RWM 53. Meanwhile, the CPU 51 controls the second light-emitting unit LA2 to execute a light-emitting effect during pre-reading according to a predetermined brightness.
[0122] When the look-ahead flag is set to a value indicating that the look-ahead light-emitting effect is being executed, the CPU 51 determines whether the remaining number of games information is 0. If it is determined that the remaining number of games information is 0, the CPU 51 controls the decorative lamp LA to end the look-ahead light-emitting effect and executes the target light-emitting effect process described later. At this time, the CPU 51 sets the look-ahead flag to a value indicating that the look-ahead light-emitting effect is not being executed.
[0123] The CPU 51 executes the above-mentioned ball-scoring pre-reading effect processing even while the pre-reading light-emitting effect is being executed.The CPU 51 then controls the decorative lamps LA to execute a ball-scoring light-emitting effect with a predetermined light-emitting pattern for a predetermined period of time instead of the pre-reading light-emitting effect currently being executed.The CPU 51 also controls the speaker SP to execute a ball-scoring sound effect for a predetermined period of time.
[0124] By performing the above-described processing, the CPU 51 can execute a new ball-scoring pre-reading effect during the period from the end of the ball-scoring pre-reading effect until the start of target variation. During this period, the pre-reading flag stores a value indicating that a pre-reading light-emitting effect is currently being executed. Therefore, the CPU 51 does not store remaining game count information during the ball-scoring pre-reading effect processing executed when a new ball-scoring pre-reading effect is executed. Therefore, even if a pre-reading light-emitting effect is executed during the period from the end of the ball-scoring pre-reading effect until the start of target variation, the pre-reading light-emitting effect will not be executed with the target variation of the newly executed ball-scoring pre-reading effect as the target. Even in such a case, the pre-reading light-emitting effect will be executed with the target variation of the previously executed ball-scoring pre-reading effect as the target until the target variation of the previously executed ball-scoring pre-reading effect begins. Furthermore, the period from the end of the ball-scoring pre-reading effect until the start of target variation is the period during which the pre-reading light-up effect is executed, and if a new ball-scoring pre-reading effect is executed during this period, the decorative lamp LA will execute the ball-scoring light-up effect of the newly executed ball-scoring pre-reading effect before the pre-reading light-up effect. In other words, if a new ball-scoring pre-reading effect is executed during the period during which the pre-reading light-up effect is being executed, the decorative lamp LA will stop the pre-reading light-up effect and execute the ball-scoring light-up effect of the newly executed ball-scoring pre-reading effect. Then, if the target variation of the previously executed ball-scoring pre-reading effect has not started after the newly executed ball-scoring pre-reading effect has ended, the decorative lamp LA will again execute the pre-reading light-up effect that was stopped until the target variation started.
[0125] Next, the target light-emitting effect processing that the CPU 51 performs to execute the target light-emitting effect will be described. In the above-mentioned look-ahead light-emitting effect processing, if the CPU 51 determines that the remaining game count information is 0 in a situation where the setting value of the in-progress flag of the RWM 53 is a value indicating that the ball-scoring look-ahead effect is being executed, the CPU 51 executes the target light-emitting effect processing at the timing when the in-progress flag is set to a value indicating that the ball-scoring look-ahead effect is not being executed. The CPU 51 also executes the target light-emitting effect processing at the timing when the look-ahead light-emitting effect is terminated due to the determination that the remaining game count information is 0 during the execution of the look-ahead light-emitting effect.
[0126] Note that since the ball-scoring look-ahead effect is an effect that is executed for a predetermined period of time, target variation may begin while the ball-scoring look-ahead effect is being executed. In contrast, if the CPU 51 executes the above-described process and the target variation for the ball-scoring look-ahead effect has begun when the ball-scoring look-ahead effect ends, the look-ahead light-emitting effect is not executed, and the target light-emitting effect begins when the ball-scoring look-ahead effect ends. On the other hand, if the look-ahead light-emitting effect is executed, the target light-emitting effect begins after the look-ahead light-emitting effect ends.
[0127] Furthermore, if a new ball-scoring look-ahead effect is executed during the period from the end of a ball-scoring look-ahead effect until the start of target variation, CPU 51 does not store remaining game count information in the ball-scoring look-ahead effect processing that is executed when the new ball-scoring look-ahead effect is executed. Therefore, if a new ball-scoring look-ahead effect is executed during the period from the end of a ball-scoring look-ahead effect until the start of target variation, the target light-emitting effect, like the look-ahead light-emitting effect, will not be executed for the target variation that corresponds to the newly executed ball-scoring look-ahead effect.
[0128] In the target light-emitting effect processing, the CPU 51 identifies a fluctuation pattern from the fluctuation start command input when it determines that the remaining game count information is 0. If the identified fluctuation pattern is a jackpot fluctuation pattern, the CPU 51 determines whether or not to execute a target light-emitting effect with a premium light-emitting pattern by a premium light-emitting lottery using a predetermined random number. At this time, the CPU 51 executes the premium light-emitting lottery so that the appearance rate of the premium light-emitting pattern corresponds to information (hereinafter referred to as premium information) that can identify the appearance rate of the premium light-emitting pattern stored in the RWM 53. The CPU 51 then executes the premium light-emitting lottery so that the rate at which the target light-emitting effect is executed with the premium light-emitting pattern is higher when high appearance rate information is stored in the premium information than when low appearance rate information is stored. Note that the high appearance rate information is information that can identify that the appearance rate of the premium light-emitting pattern is high. The low appearance rate information is information that can identify that the appearance rate of the premium light-emitting pattern is low. By performing the above-described processing by the CPU 51, the target light-emitting effect is executed in a manner that corresponds to the premium information.
[0129] When it is determined that the target light-emitting effect is to be performed in the premium light-emitting pattern, the CPU 51 controls the decorative lamp LA to perform the target light-emitting effect in the premium light-emitting pattern (light-emitting pattern that flashes in rainbow colors).
[0130] On the other hand, if it is not determined that the target light-emitting effect will be executed using the premium light-emitting pattern, or if the fluctuation pattern determined from the fluctuation start command input when the remaining game count information reaches 0 is not a jackpot fluctuation pattern, the CPU 51 refers to the light-emitting pattern information stored in the RWM 53. The CPU 51 then determines the final lighting color of the pre-reading light-emitting effect from the light-emitting pattern information and controls the decorative lamp LA to execute the target light-emitting effect using a flashing light pattern in the determined final lighting color. When executing the target light-emitting effect, the CPU 51 controls the first light-emitting element LA1 to execute the target light-emitting effect according to a brightness that can be determined from the brightness information stored in the RWM 53, just as when executing the ball-scoring pre-reading effect and the pre-reading light-emitting effect. On the other hand, the CPU 51 controls the second light-emitting element LA2 to execute the target light-emitting effect according to a predetermined brightness. When the fluctuation end command is input, the CPU 51 controls the decorative lamp LA to end the target light-emitting effect.
[0131] In this embodiment, the pre-reading light emitting effect ends when the target fluctuation starts, and the target light emitting effect starts. The target light emitting effect ends when the target fluctuation ends.
[0132] Next, a customization process performed by the CPU 51 to realize the customization function will be described. The CPU 51 controls the performance display device EH to display the operation image SG, the first status image JG1, the second status image JG2, and the third status image JG3, regardless of whether or not the standby flag stores information that can identify the standby state.
[0133] During the entire game period, the CPU 51 alternately updates the ball-scoring pre-reading information stored in the RWM 53 between "appear" and "not appear" each time an operation signal is input from the up button UBT. Furthermore, when the CPU 51 updates the ball-scoring pre-reading information, it controls the effect display device EH so that the first status image JG1 is displayed with display content corresponding to the updated ball-scoring pre-reading information. By having the CPU 51 perform such processing, in this embodiment, it becomes possible to customize whether or not the ball-scoring pre-reading effect will appear during the entire game period.
[0134] The CPU 51 determines whether the remaining number of games information stored in the RWM 53 is 0, and when determining that it is not 0, stores the information stored in the premium information stored in the RWM 53 in the provisional setting information of the RWM 53.
[0135] When the remaining game number information is not 0, the CPU 51 alternately updates the provisional setting information stored in the RWM 53 to low appearance rate information and high appearance rate information each time an operation signal is input from the down button DBT. When the CPU 51 updates the provisional setting information, it controls the effect display device EH so that the second status image JG2 is displayed with display content corresponding to the updated provisional setting information.
[0136] When the CPU 51 inputs a variation end command in a situation where the remaining number of games information is not 0, it stores the information stored in the provisional setting information in the premium information. By performing this processing, the CPU 51 can customize the appearance rate of the premium light-emitting pattern in the target light-emitting effect for the entire period from the start of the ball-goal pre-reading effect to the start of the target variation. When the appearance rate of the premium light-emitting pattern is customized, the target light-emitting effect can be executed with the appearance rate of the premium light-emitting pattern corresponding to the customized premium information from the start of the next special game.
[0137] When the CPU 51 inputs an operation signal from the right button RBT, if the brightness information stored in the RWM 53 is either low brightness information or medium brightness information, the CPU 51 updates the brightness information to brightness information one level higher, regardless of whether the standby flag stores information that can identify a standby state. Note that, if the brightness information stored in the RWM 53 is high brightness information when the CPU 51 inputs an operation signal from the right button RBT, the CPU 51 does not update the brightness information. When the CPU 51 inputs an operation signal from the left button LBT, if the brightness information stored in the RWM 53 is either medium brightness information or high brightness information, the CPU 51 updates the brightness information to brightness information one level lower, regardless of whether the standby flag stores information that can identify a standby state. Note that, if the brightness information stored in the RWM 53 is low brightness information when the CPU 51 inputs an operation signal from the left button LBT, the CPU 51 does not update the brightness information. When the CPU 51 updates the brightness information, it controls the effect display device EH so that the third status image JG3 is displayed with display content corresponding to the updated brightness information. By executing such processing by the CPU 51, in this embodiment, it becomes possible to customize the brightness at which the first light-emitting unit LA1 emits light throughout the entire game period. Then, in the ball-entering light-emitting effect, the light-emitting effect during pre-reading, and the target light-emitting effect, it becomes possible to make the first light-emitting unit LA1 emit light at the customized brightness.
[0138] Here, we will explain what happens when the power supply to the pachinko game machine 10 is cut off during the execution of the ball-entering prediction performance and the light-emitting performance during prediction performance before the target fluctuation begins, and then the power supply is resumed without the main backup information and secondary backup information being initialized.
[0139] In the pachinko gaming machine 10, if the power supply to the pachinko gaming machine 10 is interrupted while the ball-entering look-ahead effect is being executed before the target variation starts, the main backup information and the sub-backup information will not be initialized and the ball-entering look-ahead effect and the light-emitting effect during look-ahead will not be executed after the power supply is resumed. On the other hand, after the power supply is resumed, the target light-emitting effect will be executed at the timing when the target variation starts. Similarly, in the pachinko gaming machine 10, if the power supply to the pachinko gaming machine 10 is interrupted while the light-emitting effect during look-ahead is being executed, the main backup information and the sub-backup information will not be initialized and the light-emitting effect during look-ahead will not be executed after the power supply is resumed.
[0140] In the pachinko gaming machine 10, if the power supply is interrupted during the execution of the ball-entering pre-reading effect or the pre-reading light-emitting effect before the target variation starts, it is possible to customize the appearance rate of the premium light-emitting pattern of the target light-emitting effect for the entire period from when the power supply is resumed until the target variation starts. Thereafter, during the target variation, the target light-emitting effect is executed with the appearance rate of the premium light-emitting pattern corresponding to the premium information at the time the target variation starts. If the power supply to the pachinko gaming machine 10 is interrupted during the execution of the ball-entering pre-reading effect or the pre-reading light-emitting effect, the entire period from when the power supply is resumed without the main backup information and sub backup information being initialized until the target variation starts is an example of a special period.
[0141] In this embodiment, the remaining number of games information stored in the RWM 53 is included in the secondary backup information. Therefore, when the remaining number of games information is not 0 upon input of a power restoration command, the CPU 51 can determine that this is the period from when power supply is resumed until the target fluctuation starts. Then, during the period from when power supply is resumed until the target fluctuation starts, the CPU 51 executes the above-described customization process, thereby enabling customization of the appearance rate of the premium light-emitting pattern in the target light-emitting effect. Furthermore, if the remaining number of games information is not 0 upon input of a power restoration command, the CPU 51 executes the above-described target light-emitting effect process when the remaining number of games information becomes 0. As a result, if the power supply is interrupted during the execution of the ball-going look-ahead effect and the look-ahead light-emitting effect before the target fluctuation starts, after the power supply is resumed, the target light-emitting effect is executed with the appearance rate of the premium light-emitting pattern corresponding to the premium information at the time the target fluctuation starts during the execution of the target fluctuation.
[0142] In this embodiment, when the power supply to the pachinko gaming machine 10 is cut off, the main backup information and the sub backup information are initialized, and the power supply is resumed, initial values are stored in the ball entry look-ahead information, premium information, and brightness information. Then, when the power supply to the pachinko gaming machine 10 is cut off, the main backup information and the sub backup information are initialized, and the power supply is resumed, effects are executed according to the initial values of each information. In this embodiment, the initial value of the ball entry look-ahead information is set to appearance information. In this embodiment, the initial value of the premium information is set to low appearance rate information. In this embodiment, the initial value of the brightness information is set to high brightness information.
[0143] Next, referring to FIG. 7, an example of customizing the ball-goal-prediction effect and the target light-emitting effect will be described. As shown in FIG. 7, the special game starts at time T01. At this time, the appearance of the ball-scoring prediction effect is "not appearing" (shown as "no" in the figure), and the ball-scoring prediction effect is not executed. Also, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is "low appearance rate." After that, at time T02, when the up button UBT is operated, the appearance of the ball-scoring prediction effect changes to "appearing" (shown as "yes" in the figure). This means that the situation has been customized so that the ball-scoring prediction effect can be executed.
[0144] Thereafter, at time T03, the ball-entering effect is initiated when the gaming ball enters the first starting hole 12. The decorative lamp LA executes the ball-entering effect (ball-entering light-emitting effect) with a white flashing light-emitting pattern over a predetermined period from time T03 to time T04. Then, from time T03 when the ball-entering effect begins, a period begins during which the appearance rate of the premium light-emitting pattern in the target light-emitting effect can be customized.
[0145] At time T04, when the ball-entering pre-reading effect ends, the pre-reading light-emitting effect starts because the target movement has not started yet. In the example shown in Figure 7, the pre-reading light-emitting effect is executed based on the light-emitting pattern EP31. In this case, at time T04, the pre-reading light-emitting effect starts with a light-emitting pattern in which the decorative lamp LA lights up in blue.
[0146] Then, at time T05, the special game two games before the target change begins. The decorative lamp LA continues to illuminate in blue, continuing the pre-reading light-up effect. In this way, the pre-reading light-up effect may be executed across multiple special games. If the down button DBT is operated at time T06 during the execution of the special game two games before the target change, the appearance rate of the premium light-up pattern in the target light-up effect changes to a high appearance rate at time T07, when the ongoing special game ends. Note that the down button DBT is not operated during the period from time T07 to time T08, when the special game one game before the target change is executed. Then, at time T08, when the target change begins, the period during which the appearance rate of the premium light-up pattern in the target light-up effect can be customized ends. Then, when the target change begins at time T08, the light-up pattern for the target light-up effect is determined so that the appearance rate of the premium light-up pattern becomes high. Note that FIG. 7 shows an example in which the premium light-up pattern is not determined as the light-up pattern for the target light-up effect. In this case, during the period from time T08 to time T09 when the target variation is executed, the target light emitting effect is executed in a light emitting pattern that flashes blue, the same as the final lighting color of the light emitting effect during pre-reading.
[0147] In this way, in this embodiment, it is possible to customize the mode of the target light emission effect during the special period, which is the entire period from when the ball-entering prediction effect starts until the target fluctuation starts. Then, during the target fluctuation, the target light emission effect can be executed according to the customized mode.
[0148] Furthermore, when the mode of the ball-scoring prediction performance is customized, the timing at which the ball-scoring prediction performance can be executed according to the customized mode is different from the timing at which the target light-emitting performance can be executed according to the customized mode when the mode of the target light-emitting performance is customized.
[0149] Next, an example of a case where the lighting color of the decorative lamp LA changes during the execution of the pre-reading light effect will be described with reference to Fig. 8. Note that the example shown in Fig. 8 is based on the premise that the pre-reading effect at the time of the ball entering the ball can be executed.
[0150] As shown in FIG. 8, the special game starts at time T11. At this time, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is set to "low appearance rate." Thereafter, at time T12, the ball lands in the first starting hole 12, triggering the ball-entering pre-reading effect to start. The decorative lamp LA executes the ball-entering pre-reading effect (ball-entering light-emitting effect) with a white flashing light-emitting pattern over a predetermined period from time T12 to time T13. From time T12, when the ball-entering pre-reading effect starts, the appearance rate of the premium light-emitting pattern in the target light-emitting effect can be customized.
[0151] At time T13 during the execution of the ball scoring prediction effect, the special game that was being executed when the ball scoring prediction effect started ends, and the special game two games before the target change starts. Because the ball scoring prediction effect is an effect that is executed over a predetermined period of time, it may be executed across multiple special games, as in the example shown in Figure 8.
[0152] At time T14 when the ball-scoring effect ends, the pre-reading light effect starts. In the example shown in Fig. 8, the pre-reading light effect is executed based on the light pattern EP22. In this case, at time T14, the pre-reading light effect starts with a light pattern in which the decorative lamp LA lights up in blue.
[0153] Then, at time T15, the special game immediately preceding the target change begins. At this time, the pre-reading illumination effect continues, but the illumination color of the decorative lamp LA changes to red. This makes it possible to determine that the jackpot expectation for the target change is higher than when the illumination color of the decorative lamp LA was blue. Thus, in this embodiment, during the period from the end of the ball-entering pre-reading effect to the start of the target change, the illumination color of the decorative lamp LA may change from blue to red.
[0154] When the down button DBT is operated at time T16 during the execution of the special game immediately preceding the target variation, the appearance rate of the premium illumination pattern in the target illumination effect changes to a high appearance rate at time T17 when the ongoing special game ends. As a result, the illumination pattern for the target illumination effect is determined so that the appearance rate of the premium illumination pattern becomes high when the target variation starts at time T17. Note that FIG. 8 shows an example in which the premium illumination pattern is determined as the illumination pattern for the target illumination effect. In this case, during the period from time T17 to time T18 when the target variation is executed, the target illumination effect is executed with a rainbow-colored flashing illumination pattern.
[0155] Next, with reference to FIG. 9, an example of a case where the light emitting mode of the first light emitting part LA1 is customized during execution of the ball scoring prediction performance will be described. As shown in FIG. 9, the special game starts at time T21. At this time, the brightness of the first light-emitting element LA1 is "low brightness." Thereafter, at time T22, a game ball enters the first starting hole 12, triggering the ball-entering prediction effect to start. The decorative lamp LA executes the ball-entering prediction effect (ball-entering light-emitting effect) with a white flashing light pattern over a predetermined period from time T22 to time T24. At this time, the first light-emitting element LA1 emits light at low brightness, while the second light-emitting element LA2 emits light at a predetermined constant brightness.
[0156] At time T23 while the ball-scoring prediction effect is being executed, if the right button RBT is operated, the brightness of the first light-emitting element LA1 changes to medium brightness. As a result, the first light-emitting element LA1 emits light at medium brightness during the period from time T23 to time T24 while the ball-scoring prediction effect is being executed. The brightness of the second light-emitting element LA2 does not change at time T23, and emits light at a predetermined constant brightness during the ball-scoring prediction effect.
[0157] In this way, during the execution of the ball scoring prediction performance, the first light-emitting unit LA1 emits light according to the customized brightness. On the other hand, during the execution of the ball scoring prediction performance, the second light-emitting unit LA2 emits light according to the predetermined brightness.
[0158] Furthermore, if the right button RBT or the left button LBT is not operated, in the pre-reading light-emitting effect executed between time points T24 and T27, and in the target light-emitting effect executed between time points T27 and T28, the first light-emitting element LA1 emits light at a medium brightness, while the second light-emitting element LA2 emits light at a predetermined constant brightness.
[0159] Next, with reference to FIG. 10, an example of a case where the power supply to the pachinko gaming machine 10 is cut off during execution of the ball-entering pre-reading performance and then the power supply is resumed will be described. As shown in FIG. 10 , a special game starts at time T31. At this time, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is set to a "high appearance rate." Thereafter, at time T32, the ball-entering pre-reading effect is initiated in response to a game ball entering the first starting hole 12. Then, at time T33, while the ball-entering pre-reading effect is being executed, power supply to the pachinko gaming machine 10 is cut off. Then, at time T34, power supply to the pachinko gaming machine 10 is resumed. In this case, the ball-entering pre-reading effect is not executed during the period from when the power supply is resumed until the target fluctuation starts. Furthermore, the pre-reading light-emitting effect is not executed during the period from when the power supply is resumed until the target fluctuation starts. Furthermore, as the premium information of the RWM 53 is reset to its initial value, the appearance rate of the premium light-emitting pattern becomes a "low appearance rate."
[0160] On the other hand, during target fluctuation, a target light-emitting effect is executed. The appearance rate of the premium light-emitting pattern in the target light-emitting effect can be customized for the entire period from when power supply is resumed until the target fluctuation starts. For example, if the down button DBT is operated at time T37 during the execution of the previous target fluctuation, the appearance rate of the premium light-emitting pattern in the target light-emitting effect changes to a high appearance rate at time T38, when the ongoing special game ends. Then, during the target fluctuation that starts at time T38, the target light-emitting effect can be executed according to the customized appearance rate. In other words, when the target fluctuation starts at time T38, the light-emitting pattern of the target light-emitting effect is determined so that the appearance rate of the premium light-emitting pattern becomes high. Note that after power supply is resumed, the brightness information is reset to the default value of "high brightness." Therefore, if the left button LBT or right button RBT is not operated after power supply is resumed, the first light-emitting element LA1 will emit light at high brightness during the execution of the target light-emitting effect. Furthermore, since it is possible to customize the light-emitting mode of the first light-emitting unit LA1 even after power supply is resumed, for example, if the light-emitting mode of the first light-emitting unit LA1 is customized before the target fluctuation begins, the first light-emitting unit LA1 will emit light in the customized light-emitting mode while the target light-emitting performance is being performed.
[0161] Next, referring to Figure 11, we will explain an example of when a game ball enters the first starting hole 12 while the ball-entry prediction performance is being executed, and when a game ball enters the first starting hole 12 during the period from the end of the ball-entry prediction performance to the start of target fluctuation.
[0162] As shown in FIG. 11 , a special game starts at time T41. At this time, the appearance rate of the premium light-emitting pattern in the target light-emitting effect is set to "low appearance rate." Thereafter, at time T42, a game ball enters the first starting hole 12, triggering the start of the ball-entering pre-reading effect. Then, at time T43 while the ball-entering pre-reading effect is being executed, the game ball enters the first starting hole 12. As described above, during the period in which the ball-entering pre-reading effect is being executed, even if the game ball enters the first starting hole 12 when appearance information is stored in the RWM 53, the execution of a new ball-entering pre-reading effect triggered by the special game being put on hold is restricted. In other words, the ball-entering pre-reading effect is not executed at time T43.
[0163] At time T44, when the ball-entering pre-reading effect ends, a pre-reading light-emitting effect is started. Thereafter, at time T46 while the pre-reading light-emitting effect is being executed, a new ball-entering pre-reading effect is executed in response to the game ball entering the first starting hole 12. At this time, the pre-reading light-emitting effect ends on the decorative lamp LA, and the ball-entering pre-reading effect (ball-entering light-emitting effect) is started. Thus, in this embodiment, during the entire period from the end of the ball-entering pre-reading effect to the start of the target fluctuation that is the subject of the ball-entering pre-reading effect, if appearance information is stored in the RWM 53, a new ball-entering pre-reading effect can be executed in response to the special game being put on hold.
[0164] Then, at time T47 when the newly executed ball-scoring look-ahead effect ends, the target change that is the subject of the ball-scoring look-ahead effect that started at time T42 has not yet started, so the look-ahead light-up effect starts again. At this time, the look-ahead light-up effect is executed based on the light-up pattern for the look-ahead light-up effect that was decided when the ball-scoring look-ahead effect started at time T42. The look-ahead light-up effect continues until time T50, when the target change that is the subject of the ball-scoring look-ahead effect that started at time T42 starts.
[0165] In this case, the mode of the target light-emitting effect executed during the target fluctuation can be customized from time T42, when the first ball-scoring prediction effect starts, to time T50, when the target fluctuation that is the subject of that ball-scoring prediction effect starts. As an example, if the down button DBT is operated at time T49 during the execution of the previous target fluctuation, the appearance rate of the premium light-emitting pattern in the target light-emitting effect changes to a high appearance rate at time T50, when the ongoing special game ends. As a result, when the target fluctuation starts at time T50, the light-emitting pattern of the target light-emitting effect is determined so that the appearance rate of the premium light-emitting pattern becomes high.
[0166] The effects of this embodiment will be described. (1) The game provides players with an opportunity to customize the appearance of the ball-scoring effect and the target illumination effect, which can be executed when the first special game is suspended, according to their preferences. The appearance of the target illumination effect can be customized during the special period, which is the entire period from the start of the ball-scoring effect to the start of the target fluctuation. During the target fluctuation, the target illumination effect can be executed according to the appearance customized during the special period. By customizing the appearance of the target illumination effect during this special period, players can customize the appearance of the target illumination effect executed during the target fluctuation so that the premium illumination pattern appears more frequently, for example, in the hope that the execution of the ball-scoring effect will result in a jackpot. As a result, players can feel more excited about the execution of the target illumination effect based on the premium illumination pattern than if the appearance of the target illumination effect during the special period could not be customized. This allows players to enjoy customizing the appearance of the target illumination effect and further enjoy the target illumination effect.
[0167] (2) The light-emitting effect during pre-reading is executed during the period from the end of the pre-reading effect at the time of the ball entering the goal to the start of the target fluctuation. The period during which the light-emitting effect during pre-reading is executed is a part of the special period, so it is easier to understand the special period during which the mode of the target light-emitting effect can be customized compared to when the light-emitting effect during pre-reading is not executed.
[0168] (3) For example, if the brightness of all light-emitting elements capable of executing light-emitting effects is customized through light-emitting customization, there is a risk that the player will not be able to enjoy the light-emitting effects if the customized brightness falls below the player's intended brightness. In contrast, among the light-emitting elements of the decorative lamp LA, the first light-emitting element LA1 emits light according to the customized brightness, while the second light-emitting element LA2 emits light according to a predetermined brightness. Note that the first light-emitting element LA1 is a light-emitting element provided on the front surface of the mounting frame 11b, while the second light-emitting element LA2 is a light-emitting element provided on the front surface of the gaming board YB. Therefore, even if the brightness of the first light-emitting element LA1 is customized, it is possible to prevent the player from being unable to enjoy the light-emitting effects of the second light-emitting element LA2 executed on the gaming board YB during the ball-going prediction effect, the prediction light-emitting effect, and the target light-emitting effect due to a decrease in brightness.
[0169] (4) For example, if the power supply is cut off while a ball-scoring effect is being executed and then the power supply is resumed, the ball-scoring effect is suddenly executed, which could surprise the player. In contrast, if the power supply is cut off while a ball-scoring effect is being executed and then the power supply is resumed, the ball-scoring effect and the light-emitting effect during the look-ahead effect are not executed. This prevents the player from being surprised after the power supply is resumed, and also prevents the player from being confused by the light-emitting effect during the look-ahead effect being executed without the ball-scoring effect being executed after the power supply is resumed.
[0170] On the other hand, even if the power supply is cut off during the execution of the ball-scoring prediction performance and then resumed, it is possible to customize the mode of the target light-emitting performance during the special period, which is the entire period until the target fluctuation starts, and the target light-emitting performance can be executed during the execution of the target fluctuation. Thus, even if the power supply is cut off during the execution of the ball-scoring prediction performance and then resumed, it is possible to suitably customize the mode of the target light-emitting performance, and it is possible to enjoy the target light-emitting performance in the customized mode during the execution of the target fluctuation.
[0171] (5) Under certain circumstances, a new ball-entering prediction effect can be executed during the entire period from the end of the predetermined period in which the ball-entering prediction effect is executed until the target fluctuation begins. This makes it possible to suggest the likelihood of a jackpot for multiple reserved first special games. As a result, the expectation of a jackpot for multiple reserved first special games can be heightened, further increasing interest in the game.
[0172] (6) For example, if a new ball-scoring pre-reading effect is executed before the end of the predetermined period in which the ball-scoring pre-reading effect is executed, it may be difficult to recognize that multiple ball-scoring pre-reading effects have been executed. In contrast, during the predetermined period in which the ball-scoring pre-reading effect is executed, the execution of a new ball-scoring pre-reading effect triggered by the suspension of the first special game under certain circumstances is restricted. Therefore, compared to when the execution of a new ball-scoring pre-reading effect during the predetermined period is not restricted, it is easier to recognize that multiple ball-scoring pre-reading effects have been executed, and by enabling a new ball-scoring pre-reading effect to be executed after the ball-scoring pre-reading effect has ended, it is possible to suggest the likelihood of a jackpot for the multiple suspended first special games.
[0173] (7) In addition to being able to infer the likelihood of a jackpot from the execution of the ball-entering pre-reading effect, the likelihood of a jackpot can also be inferred from the appearance of the light-emitting effect during pre-reading. Furthermore, during the special period, the appearance of the target light-emitting effect can be customized according to the likelihood of a jackpot inferred from the execution of the ball-entering pre-reading effect and the appearance of the light-emitting effect during pre-reading. For example, if the estimated likelihood of a jackpot is high, the appearance of the target light-emitting effect can be customized to have a high appearance rate of the premium light-emitting pattern, further enhancing the sense of anticipation that the target light-emitting effect will be executed based on the premium light-emitting pattern. This allows players to enjoy customizing the appearance of the target light-emitting effect.
[0174] (8) During the period from the end of the ball-entering pre-reading effect to the start of the target fluctuation, the lighting color of the decorative lamp LA may change from blue to red, which has a higher expectation of a jackpot than blue, so that the change in the lighting color of the decorative lamp LA can be noticed. For example, when the lighting color of the decorative lamp LA changes from blue to red, customization can be made to increase the appearance rate of the premium lighting pattern, thereby further enhancing the sense of anticipation that the target lighting effect will be executed based on the premium lighting pattern. This makes customizing the target lighting effect even more enjoyable.
[0175] (9) When the mode of the target light-emitting effect is customized, the target light-emitting effect can be executed according to the customized mode from the first start of the variable game after the customization. In contrast, when the mode of the ball-entering effect is customized, the ball-entering effect can be executed according to the customized mode from the customized timing. This makes it possible to execute the ball-entering effect according to the customized mode, even if, for example, a game ball enters the first starting hole 12 after the mode of the ball-entering effect has been customized and before the first start of the variable game. Therefore, when the mode of the effect is customized, the player can enjoy the effect according to the customized mode at an appropriate timing depending on the target effect.
[0176] (10) Throughout the entire game period, the operation image SG, which is an image displaying information that indicates that pre-reading customization, target customization, and light-emitting customization are possible by operating the operation button BT, is displayed on the effect display device EH. This makes it possible to strongly impress upon the player that it is possible to customize the appearance of the ball-going pre-reading effect, the appearance of the target light-emitting effect, and the light-emitting appearance of the first light-emitting element LA1. As a result, the player is encouraged to actively customize.
[0177] (11) The first status image JG1, the second status image JG2, and the third status image JG3 are displayed on the effect display device EH throughout the entire game period. This allows players to customize the effect while checking the current state of the ball-going prediction effect, the current state of the target light-emitting effect, and the current light-emitting state of the first light-emitting element LA1. Furthermore, since the player can easily grasp the situation before and after customization, the player can customize the effect more easily than if these images were not displayed.
[0178] (13) When the ball-scoring prediction effect starts, the ball-scoring light effect and the ball-scoring sound effect start simultaneously, and the ball-scoring light effect runs for a longer time than the ball-scoring sound effect. Therefore, even after the ball-scoring sound effect has ended, by paying attention to the ball-scoring light effect, the player can understand that the ball-scoring prediction effect has been executed.
[0179] The above-described embodiment can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0180] The special period during which the target illumination effect can be customized may be a portion of the time from when the ball-scoring effect begins until the target change begins. For example, it may be the period from when the ball-scoring effect ends until the target change begins, or it may be the period from a predetermined timing during the ball-scoring effect after the effect begins until the target change begins. It may also be the period from when a predetermined time has elapsed after the ball-scoring effect ends until the target change begins, or it may be the period from when the first special game begins after the ball-scoring effect ends until the target change begins. It may also be the period from when the ball-scoring effect begins until the specified time before the target change begins.
[0181] In addition to the special period in the above embodiment, there may be a period during which the mode of the target light-emitting effect can be customized. For example, the mode of the target light-emitting effect may be customized during a jackpot game, or during a standby state. Also, for example, the mode of the target light-emitting effect may be customized during the execution of a special game in one or both of the normal state and the advantageous state.
[0182] - On the assumption that the ball-scoring prediction effect can be executed in both normal and advantageous states, the target lighting effect may be configured so that it can be customized for special periods in normal states, but cannot be customized for special periods in advantageous states.
[0183] When the manner of the ball scoring prediction effect is customized, the ball scoring prediction effect may be executed according to the customized ball scoring prediction information from the first time the special game is started after the customization.
[0184] When the mode of the target light-emitting effect is customized, the target light-emitting effect may be executed according to the customized premium information from the customized timing.
[0185] When the light-emitting mode of the first light-emitting unit LA1 is customized, the first light-emitting unit LA1 may be configured to emit light according to the customized brightness information from the first time the special game is started after the customization.
[0186] If the power supply to the pachinko gaming machine 10 is interrupted while the ball-entering look-ahead effect is being executed or while the look-ahead light-emitting effect is being executed, it may be possible to customize the mode of the target light-emitting effect during a certain period from when the power supply is resumed without initializing the main backup information and the sub-backup information until the target fluctuation starts. For example, it may be possible to customize the mode of the target light-emitting effect during a certain period from when a predetermined time has elapsed since the power supply was resumed until the target fluctuation starts.
[0187] The customizable aspect of the ball scoring look-ahead effect may not be whether or not the ball scoring look-ahead effect will appear, but rather the appearance rate of the ball scoring look-ahead effect, assuming that the ball scoring look-ahead effect will appear. In this case, the appearance rate of the ball scoring look-ahead effect may be configured to be customizable to either a low appearance rate or a high appearance rate. Furthermore, the aspect of the ball scoring look-ahead effect may be configured to be customizable to either not appearing, appearing at a low appearance rate, or appearing at a high appearance rate.
[0188] The target light-emitting effect that can be customized may be whether or not a premium light-emitting pattern appears, rather than the appearance rate of the premium light-emitting pattern in the target light-emitting effect. In this case, the appearance of the premium light-emitting pattern may be configured to be customizable to either appear or not appear. Furthermore, the target light-emitting effect based on the premium light-emitting pattern may be configured to be customizable to not appear, appear with a low appearance rate, or appear with a high appearance rate.
[0189] The customizable aspects of the ball-scoring effect may be the visual aspects of the ball-scoring effect or the audio that is output when the ball-scoring effect is executed. Also, the customizable aspects of the target lighting effect may be the visual aspects of the target lighting effect.
[0190] The ball-scoring light-up effect and the pre-reading light-up effect in the ball-scoring pre-reading effect may be executed by different light-emitting devices. For example, there may be a first decorative lamp and a second decorative lamp, and the ball-scoring light-up effect may be executed by the first decorative lamp, while the pre-reading light-up effect may be executed by the second decorative lamp. In this case, the pre-reading light-up effect may be an effect that can be executed during a specific period from the start of the ball-scoring pre-reading effect until the start of the target fluctuation. This allows the pre-reading light-up effect to be executed even during the ball-scoring pre-reading effect, so the light colors of both effects can be confirmed simultaneously. This allows for optimal prediction of the likelihood of a jackpot due to the target fluctuation.
[0191] Furthermore, if the special period is the entire period from when the ball-scoring pre-reading effect starts to when the target starts to fluctuate, the specific period may be a part or all of the special period. Furthermore, even if the special period is a part of the period from when the ball-scoring pre-reading effect starts to when the target starts to fluctuate, the specific period may be a part or all of the special period. Furthermore, in this modified example, when a new ball-scoring pre-reading effect is executed while a pre-reading light-emitting effect is being executed, the pre-reading light-emitting effect may continue without ending.
[0192] In the above modified example, based on the presentation pattern of the light-emitting presentation during pre-reading, the state of the decorative lamp LA may change from a first state to a second state, which has a higher expectation of a jackpot than the first state, during a specific period.
[0193] The light-up effect during pre-reading may be an effect that is executed intermittently during the period from the end of the ball-entering effect until the start of target fluctuation, or during a specific period in the above-mentioned modified example. In this case, during the process of the light-up effect during pre-reading being executed intermittently, the state of the decorative lamp LA may change from the first state to the second state, which has a higher expectation of a jackpot than the first state.
[0194] The ball-entering pre-reading effect may be executed during a jackpot game. In this case, the CPU 51 may not determine whether a jackpot game is being played in the ball-entering pre-reading effect process.
[0195] The ball entry pre-reading effect was an effect that could be executed when the first special game was put on hold, triggered by the game ball entering the first starting hole 12. However, in addition to or instead of this, the ball entry pre-reading effect may be an effect that can be executed when the second special game is put on hold, triggered by the game ball entering the second starting hole 13. In this case, even when the ball entry pre-reading effect is executed triggered by the game ball entering the second starting hole 13, the pre-reading light-up effect and the target light-up effect may be executed in the same way as when the ball entry pre-reading effect is executed triggered by the game ball entering the first starting hole 12.
[0196] The lighting effect when the ball goes in may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The lighting effect during pre-reading may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2. The target lighting effect may be performed by either the first light-emitting unit LA1 or the second light-emitting unit LA2.
[0197] In the pachinko gaming machine 10, the first light-emitting unit LA1 may be a light-emitting unit included in a light-emitting means different from the decorative lamp LA instead of the decorative lamp LA. Similarly, the second light-emitting unit LA2 may be a light-emitting unit included in a light-emitting means different from the decorative lamp LA. Both the first light-emitting unit LA1 and the second light-emitting unit LA2 may be light-emitting units that emit light during the ball-going pre-reading effect, the pre-reading light-emitting effect, and the target light-emitting effect.
[0198] While the ball-entering pre-reading effect is being executed, the execution of a new ball-entering pre-reading effect is restricted when a gaming ball enters the first starting hole 12, but this is not limited to this. For example, even if the ball-entering pre-reading effect is being executed, if the ball-entering sound effect has ended, the entry of a gaming ball into the first starting hole 12 may be triggered to execute a new ball-entering sound effect.
[0199] Restricting the execution of the ball scoring pre-reading effects may mean that some of the ball scoring pre-reading effects are not executed. For example, restricting the execution of the ball scoring pre-reading effects may mean that either the ball scoring light effect or the ball scoring sound effect is not executed.
[0200] In the ball scoring prediction effect, the ball scoring audio effect may end after the ball scoring light effect. In this case, the ball scoring prediction effect is executed from the start of the ball scoring prediction effect (ball scoring audio effect and ball scoring light effect) to the end of the ball scoring audio effect. Furthermore, in this case, even if the ball scoring prediction effect is being executed, if the ball scoring light effect has ended, a new ball scoring light effect may be executed when the game ball enters the first starting hole 12.
[0201] In the ball scoring prediction performance, the ball scoring light effect and the ball scoring sound effect may end at the same time. There may be a period of time after the ball-scoring effect has ended during which new execution of the ball-scoring effect is restricted. For example, after the ball-scoring effect has ended, execution of new ball-scoring effect may be restricted until the target movement has ended. Furthermore, even during the period after the ball-scoring effect has ended during which execution of new ball-scoring effect is restricted, the aspect of the ball-scoring effect may be customizable.
[0202] If a new ball-scoring pre-reading effect is executed between the end of a ball-scoring pre-reading effect and the start of a target change, the pre-reading light-up effect may be executed for the target change corresponding to the newly executed ball-scoring pre-reading effect. The light-up pattern for the pre-reading light-up effect may be newly determined by lottery using a predetermined random number when a new ball-scoring pre-reading effect is executed, and the pre-reading light-up effect may be executed for the target change corresponding to the newly executed ball-scoring pre-reading effect based on the determined light-up pattern. In this case, the target light-up effect may also be executed for the target change corresponding to the newly executed ball-scoring pre-reading effect. The target light-up effect may be customized until the target change corresponding to the newly executed ball-scoring pre-reading effect begins. In this case, the pre-reading light-up effect for the target change corresponding to the previously executed ball-scoring pre-reading effect may be terminated. Furthermore, the target light-up effect for the target change corresponding to the previously executed ball-scoring pre-reading effect may not be executed.
[0203] During target fluctuation, a specific effect that is different from the target light-emitting effect and whose appearance can be customized may be executed. In this case, it is preferable that the appearance of the specific effect can be customized during the special period, similar to the target light-emitting effect.
[0204] When the ball-scoring pre-reading effect is executed while the pre-reading light-emitting effect is being executed, the decorative lamp LA is configured to stop the pre-reading light-emitting effect, but it is also possible for either the first light-emitting part LA1 or the second light-emitting part LA2 to continue executing the pre-reading light-emitting effect while the other light-emitting part executes the ball-scoring pre-reading effect. In other words, when the ball-scoring pre-reading effect is executed while the pre-reading light-emitting effect is being executed, it is also possible for part of the pre-reading light-emitting effect to be limited while the ball-scoring pre-reading effect is being executed.
[0205] In the above embodiment, if a ball-scoring pre-reading effect is executed while a target light-emitting effect is being executed, the decorative lamp LA may be configured to execute the ball-scoring pre-reading effect with priority over the target light-emitting effect. In other words, if a ball-scoring pre-reading effect is executed during the period in which a target light-emitting effect is being executed, the decorative lamp LA may stop the target light-emitting effect and execute the ball-scoring pre-reading effect of the ball-scoring pre-reading effect. Then, if the target movement has not finished after the ball-scoring pre-reading effect has finished, the decorative lamp LA may execute the target light-emitting effect that was stopped until the target movement has finished. Alternatively, if a ball-scoring pre-reading effect is executed during the execution of a target light-emitting effect, the target light-emitting effect may continue to be executed by either the first light-emitting unit LA1 or the second light-emitting unit LA2, while the ball-scoring pre-reading effect is executed by the other light-emitting unit. In other words, if a ball-scoring pre-reading effect is executed during the execution of a target light-emitting effect, a portion of the target light-emitting effect may be limited during the execution of the ball-scoring pre-reading effect.
[0206] Whether or not to execute the pre-reading light-emitting effect may be determined by a lottery that is independent of whether or not to execute the ball-entering light-emitting effect. In this case, for example, during the period from when the ball-entering light-emitting effect is executed until the target fluctuation begins, whether or not to execute the pre-reading light-emitting effect may be determined by a lottery using a predetermined random number, triggered by the game ball entering the first starting hole 12. Then, the pre-reading light-emitting effect may be executed from the timing when it is determined to execute the pre-reading light-emitting effect.
[0207] In the light-emitting effect during pre-reading, the expected jackpot probability indicated when the decorative lamp LA lights up in blue may be a lower expected jackpot probability than the expected jackpot probability indicated when the decorative lamp LA flashes in white in the pre-reading effect when the ball enters the ball, or may be a higher expected jackpot probability than the expected jackpot probability indicated when the decorative lamp LA flashes in white.
[0208] If the ball-entry prediction effect is not executed when the game ball enters the first starting hole 12, the special ball-entry sound may not be output from the speaker SP, and a normal ball-entry sound different from the special ball-entry sound may be output instead.
[0209] In addition to or instead of the above embodiment, the volume of the sound output from the speaker SP may be configured to be customizable to one of multiple volume levels. In this case, the volume may be customized by the player operating the operation means. The operation means may be the operation button BT or an operation means other than the operation button BT that is provided on the pachinko gaming machine 10. In this case, the period during which the volume can be customized may be the entire game period or during the standby state. Furthermore, the period during which the volume can be customized may be any predetermined period during the execution of a special game.
[0210] The operation image SG does not have to be displayed throughout the entire game period, and there may be periods during which the operation image SG is not displayed. For example, the operation image SG may not be displayed during a special game. Also, for example, the operation image SG may not be displayed during a jackpot game.
[0211] The first status image JG1 does not have to be displayed throughout the entire game period, and there may be periods during which it is not displayed. For example, the first status image JG1 may not be displayed during a special game. The first status image JG1 may then be displayed when the mode of the ball-scoring effect is customized. In this case, the first status image JG1 may be hidden when a predetermined time has elapsed since the first status image JG1 was displayed. The same applies to the second status image JG2 and the third status image JG3. In this case, the second status image JG2 may be displayed when the mode of the target light-emitting effect is customized, and the third status image JG3 may be displayed when the light-emitting mode of the first light-emitting element LA1 is customized.
[0212] A specific display device capable of displaying images may be provided separately from the performance display device EH, and the operation image SG may be displayed on the specific display device rather than on the performance display device EH. Similarly, some or all of the first status image JG1 to third status image JG3 may be displayed on the specific display device.
[0213] Special effects may be provided that are different from the ball-scoring effect and the target illumination effect, and that allow customization of the effect's appearance. The special effects may be effects that can be executed during the target change of the ball-scoring effect, or may be effects that can be executed during a special game that is different from the target change of the ball-scoring effect. There may also be multiple types of special effects, and the period during which customization is possible may vary depending on the type of effect. In this case, for example, the special effects may include effects that can be customized throughout the entire game period. For example, the special effects may include effects that can be customized during a period of the entire game period excluding the period during which a jackpot game is played. For example, the special effects may include effects that can be customized during the special period in the above-described embodiment.
[0214] When the mode of the target light-emitting effect is customized, the customized mode can be reflected in the target light-emitting effect from the first time the special game is started after the customization. However, a predetermined notification may be executed during the period from when the mode of the target light-emitting effect is customized to when the first special game is started. The predetermined notification may be a notification that can identify the period from when the mode of the target light-emitting effect is customized to when the customized mode can be reflected in the effect. Furthermore, the predetermined notification may be a notification that can identify the timing when the customized mode can be reflected in the effect.
[0215] The notification means for executing the predetermined notification may be an effect execution means. For example, the predetermined notification may be either or both of an image display notification and a sound output notification. In this case, when the CPU 51 updates the provisional setting information stored in the RWM 53 by inputting an operation signal from the down button DBT when the remaining game information is not 0, the CPU 51 may store the customizing information in the RWM 53 and erase the customizing information when the variation end command is first input. Depending on whether the customizing information is stored, the CPU 51 can determine the period from when the provisional setting information is updated by inputting an operation signal from the down button DBT when the remaining game information is not 0 to when the variation end command is first input. After updating the provisional setting information, the CPU 51 may erase the provisional setting information together with the customizing information when the variation end command is first input. When the customizing information is stored, the CPU 51 may control the effect execution means to execute the predetermined notification. In the above modified example, similar to the target light-emitting effect, the special effect may include an effect that can reflect the customized special effect from the time the special game is first started after the special effect mode has been customized. In addition, a predetermined notification may be made executable during the period from when the special effect mode is customized until the start of the first special game.
[0216] In the above modified example, if the power supply to the pachinko gaming machine 10 is cut off while a predetermined notification is being executed, and then the power supply is resumed, the predetermined notification may not be executed. In this case, the customization information may be erased at the timing when the power supply to the pachinko gaming machine 10 is cut off. Also, the customization information may be erased together with the provisional setting information at the timing when the power supply to the pachinko gaming machine 10 is cut off.
[0217] During the special period in the above embodiment, a special notification that identifies the special period may be executed. For example, the special notification may be a notification in which an image that identifies the period during which the aspect of the target light-emitting effect can be customized is displayed on the effect display device EH. For example, the special notification may be a notification in which a sound that identifies the period during which the aspect of the target light-emitting effect can be customized is output from the speaker SP.
[0218] Each of the up button UBT, down button DBT, left button LBT, and right button RBT constituting the operation button BT may have a built-in light-emitting element. Furthermore, during the period when the aspect of the ball-scoring pre-reading effect can be customized, the light-emitting element built into the up button UBT may be configured to emit light. Furthermore, during the period when the aspect of the target light-emitting effect can be customized, the light-emitting element built into the down button DBT may be configured to emit light. Furthermore, during the period when the light-emitting aspect of the first light-emitting element LA1 can be customized, the light-emitting elements built into the left button LBT and the right button RBT may be configured to emit light. In this case, the light-emitting aspect of the light-emitting element built into each button may indicate the customization content. For example, the up button UBT may have a first light-emitting aspect and a second light-emitting aspect, each with a different light-emitting color. The first light-emitting aspect may indicate that the ball-scoring pre-reading information will appear, while the second light-emitting aspect may indicate that the ball-scoring pre-reading information will not appear. Also, for example, the down button DBT may have a first light-emitting mode and a second light-emitting mode in which the light emission color is different, and the first light-emitting mode may suggest a high appearance rate of premium information, while the second light-emitting mode may suggest a low appearance rate of premium information. Also, for example, the left button LBT and the right button RBT may have a first light-emitting mode, a second light-emitting mode, and a third light-emitting mode in which the light emission color is different, and the first light-emitting mode may suggest that the brightness information is low brightness. The second light-emitting mode may suggest that the brightness information is medium brightness. The third light-emitting mode may suggest that the brightness information is high brightness.
[0219] When a special game is put on hold, a hold image that indicates that the special game has been put on hold may be displayed. The hold image may have multiple display modes, and the probability of the hold image being displayed in a specific display mode among the multiple display modes may be customizable. In this case, the customizable period may be the entire game period, or a period of the entire game period excluding the period during which a jackpot game is executed. Alternatively, the customizable period may be a special period.
[0220] The pachinko gaming machine 10 may be equipped with a movable body capable of executing a moving effect. It may also be possible to customize the probability of executing the moving effect. Additionally, or instead of this, it may also be possible to customize whether or not the moving effect is executed. In this case, the period during which customization is possible may be the entire game period, or may be a period of the entire game period excluding the period during which a jackpot game is executed. The period during which customization is possible may also be a special period.
[0221] The target illumination effect may be an effect that is executed during a certain period during the execution of the target fluctuation. For example, the target illumination effect may be an effect that is executed during the period from the start of the target fluctuation to the start of a specific reach effect.
[0222] While the target light-emitting effect is described as a display in which the decorative lamp LA flashes in a predetermined light-emitting pattern, the decorative lamp LA may flash in multiple modes. For example, the decorative lamp LA may flash in a normal mode, repeating on-off-on at a first cycle (e.g., every 0.5 seconds), and a high-speed mode, repeating on-off-on at a second cycle (e.g., every 0.1 seconds). The premium light-emitting pattern may also be a mode in which the decorative lamp LA flashes constantly at a fixed cycle. When the decorative lamp LA flashes blue and red, the jackpot probability of the target fluctuation suggested by the high-speed flashing mode may be higher than when the low-speed flashing mode is used. In this case, the jackpot probability suggested by the target light-emitting effect may be determined in the following order: low-speed flashing blue < low-speed flashing red < high-speed flashing blue < high-speed flashing red < rainbow flashing mode. When the CPU 51 does not execute the target light-emitting effect based on the premium light-emitting pattern, it is preferable that the flashing mode of the target light-emitting effect be determined by lottery using a predetermined random number based on the target fluctuation variation pattern that can be identified from the input look-ahead command. In this way, even if the decorative lamp LA flashes blue or red when the target light-emitting effect is executed after the look-ahead light-emitting effect is executed, the player can grasp the expected jackpot probability of the target fluctuation in more detail than when the look-ahead light-emitting effect is executed, depending on whether the flashing mode is slow or fast.
[0223] In the above embodiment, the decorative lamp LA can emit a variety of light colors in the following order: ball-scoring pre-reading effect < pre-reading light-emitting effect < target light-emitting effect. However, this is not limited to this. For example, the number of types of effects executed may be configured to be in the order of ball-scoring pre-reading effect < pre-reading light-emitting effect < target light-emitting effect. Furthermore, the type of effect may be configured so that the expected probability of a jackpot for the target fluctuation indicated differs depending on the type of effect. Here, the type of effect is not limited to the color of light that the decorative lamp LA can emit, but may also be the type of speed at which the decorative lamp LA flashes. Furthermore, for example, the type of effect may be a type of predetermined image, provided that a predetermined image corresponding to each effect is displayed on the effect display device EH when the ball-scoring pre-reading effect, pre-reading light-emitting effect, and target light-emitting effect are executed. In this case, for example, when the ball-scoring pre-reading effect is executed, one type of predetermined image is displayed; when the pre-reading light-emitting effect is executed, one of two types of predetermined images is displayed; and when the target light-emitting effect is executed, one of three types of predetermined images is displayed.
[0224] The type of effect may also be a predetermined type of sound, provided that a predetermined sound corresponding to each effect is output from the speaker SP when the ball-scoring effect, the light-emitting effect during look-ahead, and the target light-emitting effect are executed. In this case, for example, when the ball-scoring effect is executed, one predetermined sound is output, when the light-emitting effect during look-ahead is executed, one of two predetermined sounds is output, and when the target light-emitting effect is executed, one of three predetermined sounds is output.
[0225] When customizing the aspect of the ball-goal pre-reading effect, when customizing the aspect of the target pre-reading effect, and when customizing the light-emitting aspect of the first light-emitting element LA1, all of these can be customized by operating the operation button BT, but this is not limited to this. It may also be possible to provide an operation means other than the operation button BT and to customize some of these aspects by operating an operation means other than the operation button BT.
[0226] The jackpot expectation rate in the above embodiment may be the small jackpot expectation rate. Also, the jackpot expectation rate in the above embodiment may be the sum of the jackpot expectation rate and the small jackpot expectation rate.
[0227] The ball-entering prediction effect is not executed during big win games, but in addition to this, or instead, it may not be executed during small win games. The pachinko gaming machine 10 may be configured to, when started up with the initialization of the main backup information, execute an initialization notification for a predetermined period of time, which can identify that the startup was accompanied by the initialization of the main backup information. Furthermore, the pachinko gaming machine 10 may be configured to allow the mode of the ball-scoring prediction effect and the light-emitting mode of the first light-emitting unit LA1 to be customized even while the initialization notification is being executed. On the other hand, the mode of the ball-scoring prediction effect and the light-emitting mode of the first light-emitting unit LA1 may not be customizable while the initialization notification is being executed.
[0228] The pachinko gaming machine 10 may be configured to be able to detect predetermined errors and to issue an error notification when a predetermined error occurs. Examples of predetermined errors include a magnetic error, an induction magnetic field detection error, an illegal prize slot entry error, a wire break error, a door open error, and a payout error. A magnetic error occurs when a magnetic sensor installed in the pachinko gaming machine 10 detects a magnetic field of a predetermined strength or greater as part of fraud prevention measures. An induction magnetic field detection error occurs when an induction magnetic field detection sensor (radio wave sensor) installed in the pachinko gaming machine 10 detects radio waves in a specific frequency band as part of fraud prevention measures. An illegal prize slot entry error occurs when an illegal ball entry into the large prize slot is detected. A wire break error occurs when an abnormality occurs in the connection of switches on the circuit board. An open door error occurs when the mounting frame 11b of the pachinko gaming machine 10 is open. A payout error is a state in which an error related to payout occurs on the payout control board (not shown) provided in the pachinko gaming machine 10.
[0229] In the above modified example, the mode of the ball-scoring prediction effect, the mode of the target light-emitting effect, and the light-emitting mode of the first light-emitting element LA1 may be configured to be customizable even during execution of an error notification targeting some or all errors. On the other hand, in the above modified example, the mode of the ball-scoring prediction effect and the light-emitting mode of the first light-emitting element LA1 may not be customizable during execution of an error notification targeting some or all errors.
[0230] The pachinko gaming machine 10 may be equipped with a function (so-called complete function) that stops the operation of the pachinko gaming machine 10 before the reference number (value) of balls dispensed from the pachinko gaming machine 10 is reached. The pachinko gaming machine 10 may be configured so that the appearance of the ball-entering pre-reading effect, the appearance of the target light-emitting effect, and the light-emitting appearance of the first light-emitting unit LA1 can be customized even during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function. On the other hand, the appearance of the ball-entering pre-reading effect, the appearance of the target light-emitting effect, and the light-emitting appearance of the first light-emitting unit LA1 cannot be customized during the period when the operation of the pachinko gaming machine 10 is stopped by the complete function.
[0231] 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 special games have been played (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V zone") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.
[0232] If a small win is won in the special win lottery, a small win game (winning game) may be awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win rush) compared to the normal state.
[0233] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates gaming balls, which are an example of gaming media, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0234] 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.
[0235] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-integrated control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, an audio control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, audio control substrate, and lamp control substrate may be the same substrate. Furthermore, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.
[0236] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main board 40 and the sub-board 50. The functions of the main board 40 may also be realized by dividing them into multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.
[0237] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (A) A gaming machine capable of executing a variable game and capable of customizing the effects by operating an operation means operable by a player, the gaming machine comprises a specific ball entrance into which a game ball can enter, a winning lottery means for holding a game in accordance with the entry of a game ball into the specific ball entrance, a holding means for holding a variable game in accordance with the entry of a game ball into the specific ball entrance, an effect execution means for executing effects, and an effect control means for controlling the effect execution means, the effects including a specific pre-reading effect that indicates the probability of winning a variable game on hold, and a predetermined effect that is different from the specific pre-reading effect and can be executed while the variable game is being executed, and the form of the specific pre-reading effect and the form of the predetermined effect can be customized, and the specific pre-reading effect A gaming machine characterized in that the situation in which the aspect of the predetermined effect is customized includes a specific situation, and the specific pre-reading effect is an effect that can be executed when a variable game is put on hold when the specific situation exists, and when the specific pre-reading effect is executed when a variable game is put on hold when the specific situation exists and the put-on variable game that is the target of the specific pre-reading effect is set to a specific variable game, it is possible to customize the aspect of the predetermined effect during a special period which is part or all of the period from when the specific pre-reading effect starts to when the specific variable game starts, and when the aspect of the predetermined effect is customized during the special period, it is possible to execute the predetermined effect during the execution of the specific variable game in accordance with the customized aspect.
[0238] (b) A gaming machine according to technical idea (a) that is provided with a predetermined light-emitting means, and that during the execution of the specific pre-reading performance, the predetermined light-emitting means emits light separately from the specific performance, and that the predetermined light-emitting means has a first light-emitting section and a second light-emitting section, and that the mode of the specific pre-reading performance, the mode of the specific performance, and the light-emitting mode of the first light-emitting section can be customized, and that during the execution of the specific pre-reading performance, the first light-emitting section emits light according to the customized light-emitting mode, and the second light-emitting section emits light according to a predetermined brightness.
[0239] (c) The specific predictive effect is executed over a predetermined period of time, and during the entire period from the end of the predetermined period to the start of the specific variable game, a new specific predictive effect can be executed when the variable game is put on hold under the specific situation.
[0240] (d) The effects can be executed during a specific period from the start of the specific predictive effect until the start of the specific variable game, and include a special effect that suggests a different expected probability of winning for the specific variable game than the specific predictive effect, the specific period is a part or all of the special period, the form of the special effect includes a first form and a second form that has a higher expected probability of winning than the first form, and the form of the special effect may change from the first form to the second form during the specific period. [Explanation of symbols]
[0241] 10...Pachinko game machine 12...First starting port 40...Main board 41...CPU 42...ROM 43...RWM 44...Random number generation circuit 45...RWM clear switch 50...Sub-board 51...CPU 52...ROM 53...RWM 60...Power supply unit 61...Power switch 62...Backup power supply BT...Operation button EH...Performance display device EP11, EP12, EP21 to EP23, EP31 to EP34, EP41 to EP45...Performance pattern JG1 to JG3...Status image LA...Decorative lamp LA1...First light-emitting unit LA2...Second light-emitting unit SG...Operation image SP...Speaker
Claims
[Claim 1] In a gaming machine capable of executing a variable game and allowing a player to customize the presentation by operating an operable operation means, A specific entrance through which game balls can be entered; a winning lottery drawing means for drawing a winning lottery in response to the entry of a game ball into the specific ball entry opening; A holding means for holding a variable game in response to a game ball entering the specific ball entrance; a performance execution means capable of executing a performance; A performance control means capable of controlling the performance execution means, The effects include a specific pre-reading effect that indicates the winning expectation of a pending variable game, and a predetermined effect that is different from the specific pre-reading effect and can be executed during the execution of the variable game. The specific pre-reading effect and the predetermined effect can be customized. The situation in which the aspect of the specific pre-reading performance is customized includes a specific situation, The specific pre-reading effect is an effect that can be executed when the variable game is suspended under the specific situation, When the specific pre-reading effect is executed as a result of the variable game being put on hold under the specific situation, and the put-on variable game that is the target of the specific pre-reading effect is set as a specific variable game, it is possible to customize the mode of the predetermined effect during a special period that is a part or all of the period from when the specific pre-reading effect starts to when the specific variable game starts, When the mode of the predetermined effect is customized during the special period, the predetermined effect can be executed during the execution of the specific variable game in accordance with the customized mode, The effects include, apart from the specific look-ahead effects and the predetermined effects, special effects that can be executed during a specific period that is a part or all of the special period, and that suggest a winning expectation rate of the specific variable game that is different from that of the specific look-ahead effects, There are several types of special effects: The expected probability of winning the specific variable game suggested by the mode of the special effect is different, The gaming machine is capable of executing control related to a complete function, Even during the period when the control related to the complete function is being executed, the mode of the specific pre-reading effect and the mode of the predetermined effect can be customized, A gaming machine characterized in that when the specific pre-reading effect and the special effect are executed, the light emitting means for executing the specific pre-reading effect and the light emitting means for executing the special effect are different.
Citation Information
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